efc7ab6dce
This change adds the plumbing to SurfaceTextureClient, BufferQueue, and SurfaceTexture to get the active rectangle passed to the ANativeWindow to the buffer consumer. Change-Id: I35da0889b266327ebb079b6a7136fa3e2e8b00e6
2603 lines
89 KiB
C++
2603 lines
89 KiB
C++
/*
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* Copyright (C) 2011 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 "SurfaceTexture_test"
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//#define LOG_NDEBUG 0
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#include <gtest/gtest.h>
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#include <gui/SurfaceTexture.h>
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#include <gui/SurfaceTextureClient.h>
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#include <ui/GraphicBuffer.h>
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#include <utils/String8.h>
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#include <utils/threads.h>
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#include <gui/ISurfaceComposer.h>
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#include <gui/Surface.h>
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#include <gui/SurfaceComposerClient.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <ui/FramebufferNativeWindow.h>
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namespace android {
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class GLTest : public ::testing::Test {
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protected:
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GLTest():
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mEglDisplay(EGL_NO_DISPLAY),
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mEglSurface(EGL_NO_SURFACE),
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mEglContext(EGL_NO_CONTEXT) {
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}
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virtual void SetUp() {
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const ::testing::TestInfo* const testInfo =
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::testing::UnitTest::GetInstance()->current_test_info();
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ALOGV("Begin test: %s.%s", testInfo->test_case_name(),
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testInfo->name());
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mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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ASSERT_NE(EGL_NO_DISPLAY, mEglDisplay);
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EGLint majorVersion;
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EGLint minorVersion;
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EXPECT_TRUE(eglInitialize(mEglDisplay, &majorVersion, &minorVersion));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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RecordProperty("EglVersionMajor", majorVersion);
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RecordProperty("EglVersionMajor", minorVersion);
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EGLint numConfigs = 0;
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EXPECT_TRUE(eglChooseConfig(mEglDisplay, getConfigAttribs(), &mGlConfig,
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1, &numConfigs));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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char* displaySecsEnv = getenv("GLTEST_DISPLAY_SECS");
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if (displaySecsEnv != NULL) {
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mDisplaySecs = atoi(displaySecsEnv);
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if (mDisplaySecs < 0) {
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mDisplaySecs = 0;
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}
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} else {
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mDisplaySecs = 0;
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}
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if (mDisplaySecs > 0) {
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mComposerClient = new SurfaceComposerClient;
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ASSERT_EQ(NO_ERROR, mComposerClient->initCheck());
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mSurfaceControl = mComposerClient->createSurface(
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String8("Test Surface"), 0,
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getSurfaceWidth(), getSurfaceHeight(),
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PIXEL_FORMAT_RGB_888, 0);
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ASSERT_TRUE(mSurfaceControl != NULL);
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ASSERT_TRUE(mSurfaceControl->isValid());
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SurfaceComposerClient::openGlobalTransaction();
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ASSERT_EQ(NO_ERROR, mSurfaceControl->setLayer(0x7FFFFFFF));
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ASSERT_EQ(NO_ERROR, mSurfaceControl->show());
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SurfaceComposerClient::closeGlobalTransaction();
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sp<ANativeWindow> window = mSurfaceControl->getSurface();
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mEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig,
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window.get(), NULL);
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} else {
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EGLint pbufferAttribs[] = {
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EGL_WIDTH, getSurfaceWidth(),
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EGL_HEIGHT, getSurfaceHeight(),
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EGL_NONE };
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mEglSurface = eglCreatePbufferSurface(mEglDisplay, mGlConfig,
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pbufferAttribs);
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}
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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ASSERT_NE(EGL_NO_SURFACE, mEglSurface);
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mEglContext = eglCreateContext(mEglDisplay, mGlConfig, EGL_NO_CONTEXT,
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getContextAttribs());
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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ASSERT_NE(EGL_NO_CONTEXT, mEglContext);
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
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mEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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EGLint w, h;
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EXPECT_TRUE(eglQuerySurface(mEglDisplay, mEglSurface, EGL_WIDTH, &w));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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EXPECT_TRUE(eglQuerySurface(mEglDisplay, mEglSurface, EGL_HEIGHT, &h));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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RecordProperty("EglSurfaceWidth", w);
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RecordProperty("EglSurfaceHeight", h);
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glViewport(0, 0, w, h);
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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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// Display the result
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if (mDisplaySecs > 0 && mEglSurface != EGL_NO_SURFACE) {
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eglSwapBuffers(mEglDisplay, mEglSurface);
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sleep(mDisplaySecs);
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}
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if (mComposerClient != NULL) {
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mComposerClient->dispose();
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}
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if (mEglContext != EGL_NO_CONTEXT) {
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eglDestroyContext(mEglDisplay, mEglContext);
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}
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if (mEglSurface != EGL_NO_SURFACE) {
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eglDestroySurface(mEglDisplay, mEglSurface);
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}
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if (mEglDisplay != EGL_NO_DISPLAY) {
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eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
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EGL_NO_CONTEXT);
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eglTerminate(mEglDisplay);
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}
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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const ::testing::TestInfo* const testInfo =
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::testing::UnitTest::GetInstance()->current_test_info();
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ALOGV("End test: %s.%s", testInfo->test_case_name(),
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testInfo->name());
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}
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virtual EGLint const* getConfigAttribs() {
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static EGLint sDefaultConfigAttribs[] = {
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EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 16,
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EGL_STENCIL_SIZE, 8,
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EGL_NONE };
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return sDefaultConfigAttribs;
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}
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virtual EGLint const* getContextAttribs() {
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static EGLint sDefaultContextAttribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE };
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return sDefaultContextAttribs;
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}
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virtual EGLint getSurfaceWidth() {
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return 512;
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}
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virtual EGLint getSurfaceHeight() {
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return 512;
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}
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::testing::AssertionResult checkPixel(int x, int y, int r,
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int g, int b, int a, int tolerance=2) {
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GLubyte pixel[4];
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String8 msg;
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glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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msg += String8::format("error reading pixel: %#x", err);
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while ((err = glGetError()) != GL_NO_ERROR) {
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msg += String8::format(", %#x", err);
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}
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fprintf(stderr, "pixel check failure: %s\n", msg.string());
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return ::testing::AssertionFailure(
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::testing::Message(msg.string()));
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}
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if (r >= 0 && abs(r - int(pixel[0])) > tolerance) {
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msg += String8::format("r(%d isn't %d)", pixel[0], r);
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}
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if (g >= 0 && abs(g - int(pixel[1])) > tolerance) {
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if (!msg.isEmpty()) {
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msg += " ";
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}
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msg += String8::format("g(%d isn't %d)", pixel[1], g);
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}
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if (b >= 0 && abs(b - int(pixel[2])) > tolerance) {
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if (!msg.isEmpty()) {
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msg += " ";
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}
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msg += String8::format("b(%d isn't %d)", pixel[2], b);
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}
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if (a >= 0 && abs(a - int(pixel[3])) > tolerance) {
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if (!msg.isEmpty()) {
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msg += " ";
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}
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msg += String8::format("a(%d isn't %d)", pixel[3], a);
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}
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if (!msg.isEmpty()) {
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fprintf(stderr, "pixel check failure: %s\n", msg.string());
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return ::testing::AssertionFailure(
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::testing::Message(msg.string()));
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} else {
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return ::testing::AssertionSuccess();
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}
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}
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::testing::AssertionResult assertRectEq(const Rect &r1,
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const Rect &r2, int tolerance=1) {
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String8 msg;
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if (abs(r1.left - r2.left) > tolerance) {
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msg += String8::format("left(%d isn't %d)", r1.left, r2.left);
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}
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if (abs(r1.top - r2.top) > tolerance) {
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if (!msg.isEmpty()) {
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msg += " ";
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}
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msg += String8::format("top(%d isn't %d)", r1.top, r2.top);
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}
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if (abs(r1.right - r2.right) > tolerance) {
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if (!msg.isEmpty()) {
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msg += " ";
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}
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msg += String8::format("right(%d isn't %d)", r1.right, r2.right);
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}
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if (abs(r1.bottom - r2.bottom) > tolerance) {
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if (!msg.isEmpty()) {
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msg += " ";
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}
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msg += String8::format("bottom(%d isn't %d)", r1.bottom, r2.bottom);
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}
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if (!msg.isEmpty()) {
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msg += String8::format(" R1: [%d %d %d %d] R2: [%d %d %d %d]",
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r1.left, r1.top, r1.right, r1.bottom,
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r2.left, r2.top, r2.right, r2.bottom);
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fprintf(stderr, "assertRectEq: %s\n", msg.string());
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return ::testing::AssertionFailure(
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::testing::Message(msg.string()));
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} else {
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return ::testing::AssertionSuccess();
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}
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}
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int mDisplaySecs;
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sp<SurfaceComposerClient> mComposerClient;
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sp<SurfaceControl> mSurfaceControl;
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EGLDisplay mEglDisplay;
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EGLSurface mEglSurface;
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EGLContext mEglContext;
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EGLConfig mGlConfig;
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};
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static void loadShader(GLenum shaderType, const char* pSource,
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GLuint* outShader) {
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GLuint shader = glCreateShader(shaderType);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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if (shader) {
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glShaderSource(shader, 1, &pSource, NULL);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glCompileShader(shader);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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GLint compiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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if (!compiled) {
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GLint infoLen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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if (infoLen) {
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char* buf = (char*) malloc(infoLen);
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if (buf) {
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glGetShaderInfoLog(shader, infoLen, NULL, buf);
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printf("Shader compile log:\n%s\n", buf);
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free(buf);
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FAIL();
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}
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} else {
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char* buf = (char*) malloc(0x1000);
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if (buf) {
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glGetShaderInfoLog(shader, 0x1000, NULL, buf);
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printf("Shader compile log:\n%s\n", buf);
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free(buf);
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FAIL();
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}
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}
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glDeleteShader(shader);
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shader = 0;
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}
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}
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ASSERT_TRUE(shader != 0);
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*outShader = shader;
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}
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static void createProgram(const char* pVertexSource,
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const char* pFragmentSource, GLuint* outPgm) {
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GLuint vertexShader, fragmentShader;
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{
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SCOPED_TRACE("compiling vertex shader");
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ASSERT_NO_FATAL_FAILURE(loadShader(GL_VERTEX_SHADER, pVertexSource,
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&vertexShader));
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}
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{
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SCOPED_TRACE("compiling fragment shader");
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ASSERT_NO_FATAL_FAILURE(loadShader(GL_FRAGMENT_SHADER, pFragmentSource,
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&fragmentShader));
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}
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GLuint program = glCreateProgram();
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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if (program) {
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glAttachShader(program, vertexShader);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glAttachShader(program, fragmentShader);
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ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
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glLinkProgram(program);
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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GLint bufLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
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if (bufLength) {
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char* buf = (char*) malloc(bufLength);
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if (buf) {
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glGetProgramInfoLog(program, bufLength, NULL, buf);
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printf("Program link log:\n%s\n", buf);
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free(buf);
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FAIL();
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}
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}
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glDeleteProgram(program);
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program = 0;
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}
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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ASSERT_TRUE(program != 0);
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*outPgm = program;
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}
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static int abs(int value) {
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return value > 0 ? value : -value;
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}
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// XXX: Code above this point should live elsewhere
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class SurfaceTextureGLTest : public GLTest {
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protected:
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enum { TEX_ID = 123 };
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virtual void SetUp() {
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GLTest::SetUp();
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mST = new SurfaceTexture(TEX_ID);
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mSTC = new SurfaceTextureClient(mST);
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mANW = mSTC;
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mTextureRenderer = new TextureRenderer(TEX_ID, mST);
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ASSERT_NO_FATAL_FAILURE(mTextureRenderer->SetUp());
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mFW = new FrameWaiter;
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mST->setFrameAvailableListener(mFW);
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}
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virtual void TearDown() {
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mANW.clear();
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mSTC.clear();
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mST.clear();
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GLTest::TearDown();
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}
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void drawTexture() {
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mTextureRenderer->drawTexture();
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}
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class TextureRenderer: public RefBase {
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public:
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TextureRenderer(GLuint texName, const sp<SurfaceTexture>& st):
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mTexName(texName),
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mST(st) {
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}
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void 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(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 SurfaceTexture over the entire GL viewport.
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void 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());
|
|
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
|
|
GLfloat texMatrix[16];
|
|
mST->getTransformMatrix(texMatrix);
|
|
glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
}
|
|
|
|
GLuint mTexName;
|
|
sp<SurfaceTexture> mST;
|
|
GLuint mPgm;
|
|
GLint mPositionHandle;
|
|
GLint mTexSamplerHandle;
|
|
GLint mTexMatrixHandle;
|
|
};
|
|
|
|
class FrameWaiter : public SurfaceTexture::FrameAvailableListener {
|
|
public:
|
|
FrameWaiter():
|
|
mPendingFrames(0) {
|
|
}
|
|
|
|
void waitForFrame() {
|
|
Mutex::Autolock lock(mMutex);
|
|
while (mPendingFrames == 0) {
|
|
mCondition.wait(mMutex);
|
|
}
|
|
mPendingFrames--;
|
|
}
|
|
|
|
virtual void onFrameAvailable() {
|
|
Mutex::Autolock lock(mMutex);
|
|
mPendingFrames++;
|
|
mCondition.signal();
|
|
}
|
|
|
|
int mPendingFrames;
|
|
Mutex mMutex;
|
|
Condition mCondition;
|
|
};
|
|
|
|
// Note that SurfaceTexture will lose the notifications
|
|
// onBuffersReleased and onFrameAvailable as there is currently
|
|
// no way to forward the events. This DisconnectWaiter will not let the
|
|
// disconnect finish until finishDisconnect() is called. It will
|
|
// also block until a disconnect is called
|
|
class DisconnectWaiter : public BufferQueue::ConsumerListener {
|
|
public:
|
|
DisconnectWaiter () :
|
|
mWaitForDisconnect(false),
|
|
mPendingFrames(0) {
|
|
}
|
|
|
|
void waitForFrame() {
|
|
Mutex::Autolock lock(mMutex);
|
|
while (mPendingFrames == 0) {
|
|
mFrameCondition.wait(mMutex);
|
|
}
|
|
mPendingFrames--;
|
|
}
|
|
|
|
virtual void onFrameAvailable() {
|
|
Mutex::Autolock lock(mMutex);
|
|
mPendingFrames++;
|
|
mFrameCondition.signal();
|
|
}
|
|
|
|
virtual void onBuffersReleased() {
|
|
Mutex::Autolock lock(mMutex);
|
|
while (!mWaitForDisconnect) {
|
|
mDisconnectCondition.wait(mMutex);
|
|
}
|
|
}
|
|
|
|
void finishDisconnect() {
|
|
Mutex::Autolock lock(mMutex);
|
|
mWaitForDisconnect = true;
|
|
mDisconnectCondition.signal();
|
|
}
|
|
|
|
private:
|
|
Mutex mMutex;
|
|
|
|
bool mWaitForDisconnect;
|
|
Condition mDisconnectCondition;
|
|
|
|
int mPendingFrames;
|
|
Condition mFrameCondition;
|
|
};
|
|
|
|
sp<SurfaceTexture> mST;
|
|
sp<SurfaceTextureClient> mSTC;
|
|
sp<ANativeWindow> mANW;
|
|
sp<TextureRenderer> mTextureRenderer;
|
|
sp<FrameWaiter> mFW;
|
|
};
|
|
|
|
// Fill a YV12 buffer with a multi-colored checkerboard pattern
|
|
void fillYV12Buffer(uint8_t* buf, int w, int h, int stride) {
|
|
const int blockWidth = w > 16 ? w / 16 : 1;
|
|
const int blockHeight = h > 16 ? h / 16 : 1;
|
|
const int yuvTexOffsetY = 0;
|
|
int yuvTexStrideY = stride;
|
|
int yuvTexOffsetV = yuvTexStrideY * h;
|
|
int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
|
|
int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
|
|
int yuvTexStrideU = yuvTexStrideV;
|
|
for (int x = 0; x < w; x++) {
|
|
for (int y = 0; y < h; y++) {
|
|
int parityX = (x / blockWidth) & 1;
|
|
int parityY = (y / blockHeight) & 1;
|
|
unsigned char intensity = (parityX ^ parityY) ? 63 : 191;
|
|
buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = intensity;
|
|
if (x < w / 2 && y < h / 2) {
|
|
buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = intensity;
|
|
if (x * 2 < w / 2 && y * 2 < h / 2) {
|
|
buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 0] =
|
|
buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 1] =
|
|
buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 0] =
|
|
buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 1] =
|
|
intensity;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fill a YV12 buffer with red outside a given rectangle and green inside it.
|
|
void fillYV12BufferRect(uint8_t* buf, int w, int h, int stride,
|
|
const android_native_rect_t& rect) {
|
|
const int yuvTexOffsetY = 0;
|
|
int yuvTexStrideY = stride;
|
|
int yuvTexOffsetV = yuvTexStrideY * h;
|
|
int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
|
|
int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
|
|
int yuvTexStrideU = yuvTexStrideV;
|
|
for (int x = 0; x < w; x++) {
|
|
for (int y = 0; y < h; y++) {
|
|
bool inside = rect.left <= x && x < rect.right &&
|
|
rect.top <= y && y < rect.bottom;
|
|
buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = inside ? 240 : 64;
|
|
if (x < w / 2 && y < h / 2) {
|
|
bool inside = rect.left <= 2*x && 2*x < rect.right &&
|
|
rect.top <= 2*y && 2*y < rect.bottom;
|
|
buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = 16;
|
|
buf[yuvTexOffsetV + (y * yuvTexStrideV) + x] =
|
|
inside ? 16 : 255;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void fillRGBA8Buffer(uint8_t* buf, int w, int h, int stride) {
|
|
const size_t PIXEL_SIZE = 4;
|
|
for (int x = 0; x < w; x++) {
|
|
for (int y = 0; y < h; y++) {
|
|
off_t offset = (y * stride + x) * PIXEL_SIZE;
|
|
for (int c = 0; c < 4; c++) {
|
|
int parityX = (x / (1 << (c+2))) & 1;
|
|
int parityY = (y / (1 << (c+2))) & 1;
|
|
buf[offset + c] = (parityX ^ parityY) ? 231 : 35;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void fillRGBA8BufferSolid(uint8_t* buf, int w, int h, int stride, uint8_t r,
|
|
uint8_t g, uint8_t b, uint8_t a) {
|
|
const size_t PIXEL_SIZE = 4;
|
|
for (int y = 0; y < h; y++) {
|
|
for (int x = 0; x < h; x++) {
|
|
off_t offset = (y * stride + x) * PIXEL_SIZE;
|
|
buf[offset + 0] = r;
|
|
buf[offset + 1] = g;
|
|
buf[offset + 2] = b;
|
|
buf[offset + 3] = a;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Produce a single RGBA8 frame by filling a buffer with a checkerboard pattern
|
|
// using the CPU. This assumes that the ANativeWindow is already configured to
|
|
// allow this to be done (e.g. the format is set to RGBA8).
|
|
//
|
|
// Calls to this function should be wrapped in an ASSERT_NO_FATAL_FAILURE().
|
|
void produceOneRGBA8Frame(const sp<ANativeWindow>& anw) {
|
|
android_native_buffer_t* anb;
|
|
ASSERT_EQ(NO_ERROR, anw->dequeueBuffer(anw.get(), &anb));
|
|
ASSERT_TRUE(anb != NULL);
|
|
|
|
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
|
|
ASSERT_EQ(NO_ERROR, anw->lockBuffer(anw.get(), buf->getNativeBuffer()));
|
|
|
|
uint8_t* img = NULL;
|
|
ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
|
|
(void**)(&img)));
|
|
fillRGBA8Buffer(img, buf->getWidth(), buf->getHeight(), buf->getStride());
|
|
ASSERT_EQ(NO_ERROR, buf->unlock());
|
|
ASSERT_EQ(NO_ERROR, anw->queueBuffer(anw.get(), buf->getNativeBuffer()));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferNpot) {
|
|
const int texWidth = 64;
|
|
const int texHeight = 66;
|
|
|
|
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
|
|
texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
|
|
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
|
|
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
|
|
|
|
ANativeWindowBuffer* anb;
|
|
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
ASSERT_TRUE(anb != NULL);
|
|
|
|
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
|
|
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
|
|
|
|
// Fill the buffer with the a checkerboard pattern
|
|
uint8_t* img = NULL;
|
|
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
|
|
fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
|
|
buf->unlock();
|
|
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
|
|
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 255, 127, 255, 255));
|
|
EXPECT_TRUE(checkPixel(63, 0, 0, 133, 0, 255));
|
|
EXPECT_TRUE(checkPixel(63, 65, 0, 133, 0, 255));
|
|
EXPECT_TRUE(checkPixel( 0, 65, 255, 127, 255, 255));
|
|
|
|
EXPECT_TRUE(checkPixel(22, 44, 255, 127, 255, 255));
|
|
EXPECT_TRUE(checkPixel(45, 52, 255, 127, 255, 255));
|
|
EXPECT_TRUE(checkPixel(52, 51, 98, 255, 73, 255));
|
|
EXPECT_TRUE(checkPixel( 7, 31, 155, 0, 118, 255));
|
|
EXPECT_TRUE(checkPixel(31, 9, 107, 24, 87, 255));
|
|
EXPECT_TRUE(checkPixel(29, 35, 255, 127, 255, 255));
|
|
EXPECT_TRUE(checkPixel(36, 22, 155, 29, 0, 255));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferPow2) {
|
|
const int texWidth = 64;
|
|
const int texHeight = 64;
|
|
|
|
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
|
|
texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
|
|
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
|
|
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
|
|
|
|
ANativeWindowBuffer* anb;
|
|
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
ASSERT_TRUE(anb != NULL);
|
|
|
|
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
|
|
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
|
|
|
|
// Fill the buffer with the a checkerboard pattern
|
|
uint8_t* img = NULL;
|
|
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
|
|
fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
|
|
buf->unlock();
|
|
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
|
|
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 0, 133, 0, 255));
|
|
EXPECT_TRUE(checkPixel(63, 0, 255, 127, 255, 255));
|
|
EXPECT_TRUE(checkPixel(63, 63, 0, 133, 0, 255));
|
|
EXPECT_TRUE(checkPixel( 0, 63, 255, 127, 255, 255));
|
|
|
|
EXPECT_TRUE(checkPixel(22, 19, 100, 255, 74, 255));
|
|
EXPECT_TRUE(checkPixel(45, 11, 100, 255, 74, 255));
|
|
EXPECT_TRUE(checkPixel(52, 12, 155, 0, 181, 255));
|
|
EXPECT_TRUE(checkPixel( 7, 32, 150, 237, 170, 255));
|
|
EXPECT_TRUE(checkPixel(31, 54, 0, 71, 117, 255));
|
|
EXPECT_TRUE(checkPixel(29, 28, 0, 133, 0, 255));
|
|
EXPECT_TRUE(checkPixel(36, 41, 100, 232, 255, 255));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferWithCrop) {
|
|
const int texWidth = 64;
|
|
const int texHeight = 66;
|
|
|
|
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
|
|
texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
|
|
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
|
|
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
|
|
|
|
android_native_rect_t crops[] = {
|
|
{4, 6, 22, 36},
|
|
{0, 6, 22, 36},
|
|
{4, 0, 22, 36},
|
|
{4, 6, texWidth, 36},
|
|
{4, 6, 22, texHeight},
|
|
};
|
|
|
|
for (int i = 0; i < 5; i++) {
|
|
const android_native_rect_t& crop(crops[i]);
|
|
SCOPED_TRACE(String8::format("rect{ l: %d t: %d r: %d b: %d }",
|
|
crop.left, crop.top, crop.right, crop.bottom).string());
|
|
|
|
ASSERT_EQ(NO_ERROR, native_window_set_crop(mANW.get(), &crop));
|
|
|
|
ANativeWindowBuffer* anb;
|
|
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
ASSERT_TRUE(anb != NULL);
|
|
|
|
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
|
|
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(),
|
|
buf->getNativeBuffer()));
|
|
|
|
uint8_t* img = NULL;
|
|
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
|
|
fillYV12BufferRect(img, texWidth, texHeight, buf->getStride(), crop);
|
|
buf->unlock();
|
|
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
|
|
buf->getNativeBuffer()));
|
|
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, 64, 64);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel(63, 0, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel(63, 63, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel( 0, 63, 82, 255, 35, 255));
|
|
|
|
EXPECT_TRUE(checkPixel(25, 14, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel(35, 31, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel(57, 6, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel( 5, 42, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel(32, 33, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel(16, 26, 82, 255, 35, 255));
|
|
EXPECT_TRUE(checkPixel(46, 51, 82, 255, 35, 255));
|
|
}
|
|
}
|
|
|
|
// This test is intended to catch synchronization bugs between the CPU-written
|
|
// and GPU-read buffers.
|
|
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BuffersRepeatedly) {
|
|
enum { texWidth = 16 };
|
|
enum { texHeight = 16 };
|
|
enum { numFrames = 1024 };
|
|
|
|
ASSERT_EQ(NO_ERROR, mST->setSynchronousMode(true));
|
|
ASSERT_EQ(NO_ERROR, mST->setBufferCountServer(2));
|
|
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
|
|
texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
|
|
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
|
|
GRALLOC_USAGE_SW_WRITE_OFTEN));
|
|
|
|
struct TestPixel {
|
|
int x;
|
|
int y;
|
|
};
|
|
const TestPixel testPixels[] = {
|
|
{ 4, 11 },
|
|
{ 12, 14 },
|
|
{ 7, 2 },
|
|
};
|
|
enum {numTestPixels = sizeof(testPixels) / sizeof(testPixels[0])};
|
|
|
|
class ProducerThread : public Thread {
|
|
public:
|
|
ProducerThread(const sp<ANativeWindow>& anw,
|
|
const TestPixel* testPixels):
|
|
mANW(anw),
|
|
mTestPixels(testPixels) {
|
|
}
|
|
|
|
virtual ~ProducerThread() {
|
|
}
|
|
|
|
virtual bool threadLoop() {
|
|
for (int i = 0; i < numFrames; i++) {
|
|
ANativeWindowBuffer* anb;
|
|
if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
|
|
return false;
|
|
}
|
|
if (anb == NULL) {
|
|
return false;
|
|
}
|
|
|
|
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
|
|
if (mANW->lockBuffer(mANW.get(), buf->getNativeBuffer())
|
|
!= NO_ERROR) {
|
|
return false;
|
|
}
|
|
|
|
const int yuvTexOffsetY = 0;
|
|
int stride = buf->getStride();
|
|
int yuvTexStrideY = stride;
|
|
int yuvTexOffsetV = yuvTexStrideY * texHeight;
|
|
int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
|
|
int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * texHeight/2;
|
|
int yuvTexStrideU = yuvTexStrideV;
|
|
|
|
uint8_t* img = NULL;
|
|
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
|
|
|
|
// Gray out all the test pixels first, so we're more likely to
|
|
// see a failure if GL is still texturing from the buffer we
|
|
// just dequeued.
|
|
for (int j = 0; j < numTestPixels; j++) {
|
|
int x = mTestPixels[j].x;
|
|
int y = mTestPixels[j].y;
|
|
uint8_t value = 128;
|
|
img[y*stride + x] = value;
|
|
}
|
|
|
|
// Fill the buffer with gray.
|
|
for (int y = 0; y < texHeight; y++) {
|
|
for (int x = 0; x < texWidth; x++) {
|
|
img[yuvTexOffsetY + y*yuvTexStrideY + x] = 128;
|
|
img[yuvTexOffsetU + (y/2)*yuvTexStrideU + x/2] = 128;
|
|
img[yuvTexOffsetV + (y/2)*yuvTexStrideV + x/2] = 128;
|
|
}
|
|
}
|
|
|
|
// Set the test pixels to either white or black.
|
|
for (int j = 0; j < numTestPixels; j++) {
|
|
int x = mTestPixels[j].x;
|
|
int y = mTestPixels[j].y;
|
|
uint8_t value = 0;
|
|
if (j == (i % numTestPixels)) {
|
|
value = 255;
|
|
}
|
|
img[y*stride + x] = value;
|
|
}
|
|
|
|
buf->unlock();
|
|
if (mANW->queueBuffer(mANW.get(), buf->getNativeBuffer())
|
|
!= NO_ERROR) {
|
|
return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
sp<ANativeWindow> mANW;
|
|
const TestPixel* mTestPixels;
|
|
};
|
|
|
|
sp<Thread> pt(new ProducerThread(mANW, testPixels));
|
|
pt->run();
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
// We wait for the first two frames up front so that the producer will be
|
|
// likely to dequeue the buffer that's currently being textured from.
|
|
mFW->waitForFrame();
|
|
mFW->waitForFrame();
|
|
|
|
for (int i = 0; i < numFrames; i++) {
|
|
SCOPED_TRACE(String8::format("frame %d", i).string());
|
|
|
|
// We must wait for each frame to come in because if we ever do an
|
|
// updateTexImage call that doesn't consume a newly available buffer
|
|
// then the producer and consumer will get out of sync, which will cause
|
|
// a deadlock.
|
|
if (i > 1) {
|
|
mFW->waitForFrame();
|
|
}
|
|
mST->updateTexImage();
|
|
drawTexture();
|
|
|
|
for (int j = 0; j < numTestPixels; j++) {
|
|
int x = testPixels[j].x;
|
|
int y = testPixels[j].y;
|
|
uint8_t value = 0;
|
|
if (j == (i % numTestPixels)) {
|
|
// We must y-invert the texture coords
|
|
EXPECT_TRUE(checkPixel(x, texHeight-y-1, 255, 255, 255, 255));
|
|
} else {
|
|
// We must y-invert the texture coords
|
|
EXPECT_TRUE(checkPixel(x, texHeight-y-1, 0, 0, 0, 255));
|
|
}
|
|
}
|
|
}
|
|
|
|
pt->requestExitAndWait();
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferNpot) {
|
|
const int texWidth = 64;
|
|
const int texHeight = 66;
|
|
|
|
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
|
|
texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
|
|
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
|
|
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
|
|
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
|
|
EXPECT_TRUE(checkPixel(63, 0, 231, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel(63, 65, 231, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel( 0, 65, 35, 35, 35, 35));
|
|
|
|
EXPECT_TRUE(checkPixel(15, 10, 35, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel(23, 65, 231, 35, 231, 35));
|
|
EXPECT_TRUE(checkPixel(19, 40, 35, 231, 35, 35));
|
|
EXPECT_TRUE(checkPixel(38, 30, 231, 35, 35, 35));
|
|
EXPECT_TRUE(checkPixel(42, 54, 35, 35, 35, 231));
|
|
EXPECT_TRUE(checkPixel(37, 34, 35, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel(31, 8, 231, 35, 35, 231));
|
|
EXPECT_TRUE(checkPixel(37, 47, 231, 35, 231, 231));
|
|
EXPECT_TRUE(checkPixel(25, 38, 35, 35, 35, 35));
|
|
EXPECT_TRUE(checkPixel(49, 6, 35, 231, 35, 35));
|
|
EXPECT_TRUE(checkPixel(54, 50, 35, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel(27, 26, 231, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel(10, 6, 35, 35, 231, 231));
|
|
EXPECT_TRUE(checkPixel(29, 4, 35, 35, 35, 231));
|
|
EXPECT_TRUE(checkPixel(55, 28, 35, 35, 231, 35));
|
|
EXPECT_TRUE(checkPixel(58, 55, 35, 35, 231, 231));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferPow2) {
|
|
const int texWidth = 64;
|
|
const int texHeight = 64;
|
|
|
|
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
|
|
texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
|
|
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
|
|
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
|
|
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 231, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel(63, 0, 35, 35, 35, 35));
|
|
EXPECT_TRUE(checkPixel(63, 63, 231, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel( 0, 63, 35, 35, 35, 35));
|
|
|
|
EXPECT_TRUE(checkPixel(12, 46, 231, 231, 231, 35));
|
|
EXPECT_TRUE(checkPixel(16, 1, 231, 231, 35, 231));
|
|
EXPECT_TRUE(checkPixel(21, 12, 231, 35, 35, 231));
|
|
EXPECT_TRUE(checkPixel(26, 51, 231, 35, 231, 35));
|
|
EXPECT_TRUE(checkPixel( 5, 32, 35, 231, 231, 35));
|
|
EXPECT_TRUE(checkPixel(13, 8, 35, 231, 231, 231));
|
|
EXPECT_TRUE(checkPixel(46, 3, 35, 35, 231, 35));
|
|
EXPECT_TRUE(checkPixel(30, 33, 35, 35, 35, 35));
|
|
EXPECT_TRUE(checkPixel( 6, 52, 231, 231, 35, 35));
|
|
EXPECT_TRUE(checkPixel(55, 33, 35, 231, 35, 231));
|
|
EXPECT_TRUE(checkPixel(16, 29, 35, 35, 231, 231));
|
|
EXPECT_TRUE(checkPixel( 1, 30, 35, 35, 35, 231));
|
|
EXPECT_TRUE(checkPixel(41, 37, 35, 35, 231, 231));
|
|
EXPECT_TRUE(checkPixel(46, 29, 231, 231, 35, 35));
|
|
EXPECT_TRUE(checkPixel(15, 25, 35, 231, 35, 231));
|
|
EXPECT_TRUE(checkPixel( 3, 52, 35, 231, 35, 35));
|
|
}
|
|
|
|
// Tests if SurfaceTexture and BufferQueue are robust enough
|
|
// to handle a special case where updateTexImage is called
|
|
// in the middle of disconnect. This ordering is enforced
|
|
// by blocking in the disconnect callback.
|
|
TEST_F(SurfaceTextureGLTest, DisconnectStressTest) {
|
|
|
|
class ProducerThread : public Thread {
|
|
public:
|
|
ProducerThread(const sp<ANativeWindow>& anw):
|
|
mANW(anw) {
|
|
}
|
|
|
|
virtual ~ProducerThread() {
|
|
}
|
|
|
|
virtual bool threadLoop() {
|
|
ANativeWindowBuffer* anb;
|
|
|
|
native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_EGL);
|
|
|
|
for (int numFrames =0 ; numFrames < 2; numFrames ++) {
|
|
|
|
if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
|
|
return false;
|
|
}
|
|
if (anb == NULL) {
|
|
return false;
|
|
}
|
|
if (mANW->queueBuffer(mANW.get(), anb)
|
|
!= NO_ERROR) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_EGL);
|
|
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
sp<ANativeWindow> mANW;
|
|
};
|
|
|
|
ASSERT_EQ(OK, mST->setSynchronousMode(true));
|
|
|
|
sp<DisconnectWaiter> dw(new DisconnectWaiter());
|
|
mST->getBufferQueue()->consumerConnect(dw);
|
|
|
|
|
|
sp<Thread> pt(new ProducerThread(mANW));
|
|
pt->run();
|
|
|
|
// eat a frame so SurfaceTexture will own an at least one slot
|
|
dw->waitForFrame();
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
|
|
dw->waitForFrame();
|
|
// Could fail here as SurfaceTexture thinks it still owns the slot
|
|
// but bufferQueue has released all slots
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
|
|
dw->finishDisconnect();
|
|
}
|
|
|
|
|
|
// This test ensures that the SurfaceTexture clears the mCurrentTexture
|
|
// when it is disconnected and reconnected. Otherwise it will
|
|
// attempt to release a buffer that it does not owned
|
|
TEST_F(SurfaceTextureGLTest, DisconnectClearsCurrentTexture) {
|
|
ASSERT_EQ(OK, mST->setSynchronousMode(true));
|
|
|
|
ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
|
|
NATIVE_WINDOW_API_EGL));
|
|
|
|
ANativeWindowBuffer *anb;
|
|
|
|
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
|
|
|
|
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
|
|
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
|
|
ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
|
|
NATIVE_WINDOW_API_EGL));
|
|
ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
|
|
NATIVE_WINDOW_API_EGL));
|
|
|
|
ASSERT_EQ(OK, mST->setSynchronousMode(true));
|
|
|
|
EXPECT_EQ(OK, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
|
|
|
|
// Will fail here if mCurrentTexture is not cleared properly
|
|
mFW->waitForFrame();
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
|
|
ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
|
|
NATIVE_WINDOW_API_EGL));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLTest, ScaleToWindowMode) {
|
|
ASSERT_EQ(OK, mST->setSynchronousMode(true));
|
|
|
|
ASSERT_EQ(OK, native_window_set_scaling_mode(mANW.get(),
|
|
NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW));
|
|
|
|
// The producer image size
|
|
ASSERT_EQ(OK, native_window_set_buffers_dimensions(mANW.get(), 512, 512));
|
|
|
|
// The consumer image size (16 x 9) ratio
|
|
mST->setDefaultBufferSize(1280, 720);
|
|
|
|
ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
|
|
NATIVE_WINDOW_API_CPU));
|
|
|
|
ANativeWindowBuffer *anb;
|
|
|
|
android_native_rect_t odd = {23, 78, 123, 477};
|
|
ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &odd));
|
|
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
|
|
mFW->waitForFrame();
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
Rect r = mST->getCurrentCrop();
|
|
assertRectEq(Rect(23, 78, 123, 477), r);
|
|
|
|
ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
|
|
NATIVE_WINDOW_API_CPU));
|
|
}
|
|
|
|
// This test ensures the scaling mode does the right thing
|
|
// ie NATIVE_WINDOW_SCALING_MODE_CROP should crop
|
|
// the image such that it has the same aspect ratio as the
|
|
// default buffer size
|
|
TEST_F(SurfaceTextureGLTest, CroppedScalingMode) {
|
|
ASSERT_EQ(OK, mST->setSynchronousMode(true));
|
|
|
|
ASSERT_EQ(OK, native_window_set_scaling_mode(mANW.get(),
|
|
NATIVE_WINDOW_SCALING_MODE_SCALE_CROP));
|
|
|
|
// The producer image size
|
|
ASSERT_EQ(OK, native_window_set_buffers_dimensions(mANW.get(), 512, 512));
|
|
|
|
// The consumer image size (16 x 9) ratio
|
|
mST->setDefaultBufferSize(1280, 720);
|
|
|
|
native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU);
|
|
|
|
ANativeWindowBuffer *anb;
|
|
|
|
// The crop is in the shape of (320, 180) === 16 x 9
|
|
android_native_rect_t standard = {10, 20, 330, 200};
|
|
ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &standard));
|
|
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
|
|
mFW->waitForFrame();
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
Rect r = mST->getCurrentCrop();
|
|
// crop should be the same as crop (same aspect ratio)
|
|
assertRectEq(Rect(10, 20, 330, 200), r);
|
|
|
|
// make this wider then desired aspect 239 x 100 (2.39:1)
|
|
android_native_rect_t wide = {20, 30, 259, 130};
|
|
ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &wide));
|
|
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
|
|
mFW->waitForFrame();
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
r = mST->getCurrentCrop();
|
|
// crop should be the same height, but have cropped left and right borders
|
|
// offset is 30.6 px L+, R-
|
|
assertRectEq(Rect(51, 30, 228, 130), r);
|
|
|
|
// This image is taller then desired aspect 400 x 300 (4:3)
|
|
android_native_rect_t narrow = {0, 0, 400, 300};
|
|
ASSERT_EQ(OK, native_window_set_crop(mANW.get(), &narrow));
|
|
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
|
|
mFW->waitForFrame();
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
r = mST->getCurrentCrop();
|
|
// crop should be the same width, but have cropped top and bottom borders
|
|
// offset is 37.5 px
|
|
assertRectEq(Rect(0, 37, 400, 262), r);
|
|
|
|
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLTest, GetCurrentActiveRectWorks) {
|
|
ASSERT_EQ(OK, mST->setSynchronousMode(true));
|
|
|
|
ASSERT_EQ(OK, native_window_api_connect(mANW.get(),
|
|
NATIVE_WINDOW_API_CPU));
|
|
|
|
ANativeWindowBuffer *anb;
|
|
|
|
android_native_rect_t odd = {23, 78, 123, 477};
|
|
ASSERT_EQ(OK, native_window_set_active_rect(mANW.get(), &odd));
|
|
EXPECT_EQ (OK, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb));
|
|
mFW->waitForFrame();
|
|
EXPECT_EQ(OK,mST->updateTexImage());
|
|
Rect r = mST->getCurrentCrop();
|
|
assertRectEq(Rect(23, 78, 123, 477), r);
|
|
|
|
ASSERT_EQ(OK, native_window_api_disconnect(mANW.get(),
|
|
NATIVE_WINDOW_API_CPU));
|
|
}
|
|
|
|
|
|
TEST_F(SurfaceTextureGLTest, AbandonUnblocksDequeueBuffer) {
|
|
class ProducerThread : public Thread {
|
|
public:
|
|
ProducerThread(const sp<ANativeWindow>& anw):
|
|
mANW(anw),
|
|
mDequeueError(NO_ERROR) {
|
|
}
|
|
|
|
virtual ~ProducerThread() {
|
|
}
|
|
|
|
virtual bool threadLoop() {
|
|
Mutex::Autolock lock(mMutex);
|
|
ANativeWindowBuffer* anb;
|
|
|
|
// Frame 1
|
|
if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
|
|
return false;
|
|
}
|
|
if (anb == NULL) {
|
|
return false;
|
|
}
|
|
if (mANW->queueBuffer(mANW.get(), anb)
|
|
!= NO_ERROR) {
|
|
return false;
|
|
}
|
|
|
|
// Frame 2
|
|
if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
|
|
return false;
|
|
}
|
|
if (anb == NULL) {
|
|
return false;
|
|
}
|
|
if (mANW->queueBuffer(mANW.get(), anb)
|
|
!= NO_ERROR) {
|
|
return false;
|
|
}
|
|
|
|
// Frame 3 - error expected
|
|
mDequeueError = mANW->dequeueBuffer(mANW.get(), &anb);
|
|
return false;
|
|
}
|
|
|
|
status_t getDequeueError() {
|
|
Mutex::Autolock lock(mMutex);
|
|
return mDequeueError;
|
|
}
|
|
|
|
private:
|
|
sp<ANativeWindow> mANW;
|
|
status_t mDequeueError;
|
|
Mutex mMutex;
|
|
};
|
|
|
|
ASSERT_EQ(OK, mST->setSynchronousMode(true));
|
|
ASSERT_EQ(OK, mST->setBufferCountServer(2));
|
|
|
|
sp<Thread> pt(new ProducerThread(mANW));
|
|
pt->run();
|
|
|
|
mFW->waitForFrame();
|
|
mFW->waitForFrame();
|
|
|
|
// Sleep for 100ms to allow the producer thread's dequeueBuffer call to
|
|
// block waiting for a buffer to become available.
|
|
usleep(100000);
|
|
|
|
mST->abandon();
|
|
|
|
pt->requestExitAndWait();
|
|
ASSERT_EQ(NO_INIT,
|
|
reinterpret_cast<ProducerThread*>(pt.get())->getDequeueError());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLTest, InvalidWidthOrHeightFails) {
|
|
int texHeight = 16;
|
|
ANativeWindowBuffer* anb;
|
|
|
|
GLint maxTextureSize;
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
|
|
|
|
// make sure it works with small textures
|
|
mST->setDefaultBufferSize(16, texHeight);
|
|
EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(16, anb->width);
|
|
EXPECT_EQ(texHeight, anb->height);
|
|
EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
|
|
EXPECT_EQ(NO_ERROR, mST->updateTexImage());
|
|
|
|
// make sure it works with GL_MAX_TEXTURE_SIZE
|
|
mST->setDefaultBufferSize(maxTextureSize, texHeight);
|
|
EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(maxTextureSize, anb->width);
|
|
EXPECT_EQ(texHeight, anb->height);
|
|
EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
|
|
EXPECT_EQ(NO_ERROR, mST->updateTexImage());
|
|
|
|
// make sure it fails with GL_MAX_TEXTURE_SIZE+1
|
|
mST->setDefaultBufferSize(maxTextureSize+1, texHeight);
|
|
EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
EXPECT_EQ(maxTextureSize+1, anb->width);
|
|
EXPECT_EQ(texHeight, anb->height);
|
|
EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
|
|
ASSERT_NE(NO_ERROR, mST->updateTexImage());
|
|
}
|
|
|
|
/*
|
|
* This test fixture is for testing GL -> GL texture streaming. It creates an
|
|
* EGLSurface and an EGLContext for the image producer to use.
|
|
*/
|
|
class SurfaceTextureGLToGLTest : public SurfaceTextureGLTest {
|
|
protected:
|
|
SurfaceTextureGLToGLTest():
|
|
mProducerEglSurface(EGL_NO_SURFACE),
|
|
mProducerEglContext(EGL_NO_CONTEXT) {
|
|
}
|
|
|
|
virtual void SetUp() {
|
|
SurfaceTextureGLTest::SetUp();
|
|
|
|
mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig,
|
|
mANW.get(), NULL);
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
ASSERT_NE(EGL_NO_SURFACE, mProducerEglSurface);
|
|
|
|
mProducerEglContext = eglCreateContext(mEglDisplay, mGlConfig,
|
|
EGL_NO_CONTEXT, getContextAttribs());
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
ASSERT_NE(EGL_NO_CONTEXT, mProducerEglContext);
|
|
}
|
|
|
|
virtual void TearDown() {
|
|
if (mProducerEglContext != EGL_NO_CONTEXT) {
|
|
eglDestroyContext(mEglDisplay, mProducerEglContext);
|
|
}
|
|
if (mProducerEglSurface != EGL_NO_SURFACE) {
|
|
eglDestroySurface(mEglDisplay, mProducerEglSurface);
|
|
}
|
|
SurfaceTextureGLTest::TearDown();
|
|
}
|
|
|
|
EGLSurface mProducerEglSurface;
|
|
EGLContext mProducerEglContext;
|
|
};
|
|
|
|
TEST_F(SurfaceTextureGLToGLTest, TexturingFromGLFilledRGBABufferPow2) {
|
|
const int texWidth = 64;
|
|
const int texHeight = 64;
|
|
|
|
mST->setDefaultBufferSize(texWidth, texHeight);
|
|
|
|
// Do the producer side of things
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// This is needed to ensure we pick up a buffer of the correct size.
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
glClearColor(0.6, 0.6, 0.6, 0.6);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(4, 4, 4, 4);
|
|
glClearColor(1.0, 0.0, 0.0, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glScissor(24, 48, 4, 4);
|
|
glClearColor(0.0, 1.0, 0.0, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glScissor(37, 17, 4, 4);
|
|
glClearColor(0.0, 0.0, 1.0, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
// Do the consumer side of things
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
mST->updateTexImage(); // Skip the first frame, which was empty
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(63, 0, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
|
|
|
|
EXPECT_TRUE(checkPixel( 4, 7, 255, 0, 0, 255));
|
|
EXPECT_TRUE(checkPixel(25, 51, 0, 255, 0, 255));
|
|
EXPECT_TRUE(checkPixel(40, 19, 0, 0, 255, 255));
|
|
EXPECT_TRUE(checkPixel(29, 51, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 5, 32, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(13, 8, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(46, 3, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(30, 33, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 6, 52, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(55, 33, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(16, 29, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 1, 30, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(41, 37, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(46, 29, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(15, 25, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 3, 52, 153, 153, 153, 153));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceUnrefsBuffers) {
|
|
sp<GraphicBuffer> buffers[2];
|
|
|
|
// This test requires async mode to run on a single thread.
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
for (int i = 0; i < 2; i++) {
|
|
// Produce a frame
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
// Consume a frame
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
mFW->waitForFrame();
|
|
mST->updateTexImage();
|
|
buffers[i] = mST->getCurrentBuffer();
|
|
}
|
|
|
|
// Destroy the GL texture object to release its ref on buffers[2].
|
|
GLuint texID = TEX_ID;
|
|
glDeleteTextures(1, &texID);
|
|
|
|
// Destroy the EGLSurface
|
|
EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
mProducerEglSurface = EGL_NO_SURFACE;
|
|
|
|
// This test should have the only reference to buffer 0.
|
|
EXPECT_EQ(1, buffers[0]->getStrongCount());
|
|
|
|
// The SurfaceTexture should hold a single reference to buffer 1 in its
|
|
// mCurrentBuffer member. All of the references in the slots should have
|
|
// been released.
|
|
EXPECT_EQ(2, buffers[1]->getStrongCount());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceAfterAbandonUnrefsBuffers) {
|
|
sp<GraphicBuffer> buffers[3];
|
|
|
|
// This test requires async mode to run on a single thread.
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
// Produce a frame
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// Consume a frame
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(NO_ERROR, mST->updateTexImage());
|
|
buffers[i] = mST->getCurrentBuffer();
|
|
}
|
|
|
|
// Abandon the SurfaceTexture, releasing the ref that the SurfaceTexture has
|
|
// on buffers[2].
|
|
mST->abandon();
|
|
|
|
// Destroy the GL texture object to release its ref on buffers[2].
|
|
GLuint texID = TEX_ID;
|
|
glDeleteTextures(1, &texID);
|
|
|
|
// Destroy the EGLSurface.
|
|
EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
mProducerEglSurface = EGL_NO_SURFACE;
|
|
|
|
EXPECT_EQ(1, buffers[0]->getStrongCount());
|
|
EXPECT_EQ(1, buffers[1]->getStrongCount());
|
|
|
|
// Depending on how lazily the GL driver dequeues buffers, we may end up
|
|
// with either two or three total buffers. If there are three, make sure
|
|
// the last one was properly down-ref'd.
|
|
if (buffers[2] != buffers[0]) {
|
|
EXPECT_EQ(1, buffers[2]->getStrongCount());
|
|
}
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLToGLTest, EglSurfaceDefaultsToSynchronousMode) {
|
|
// This test requires 3 buffers to run on a single thread.
|
|
mST->setBufferCountServer(3);
|
|
|
|
ASSERT_TRUE(mST->isSynchronousMode());
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
// Produce a frame
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// Consume a frame
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
ASSERT_EQ(NO_ERROR, mST->updateTexImage());
|
|
}
|
|
|
|
ASSERT_TRUE(mST->isSynchronousMode());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLToGLTest, TexturingFromUserSizedGLFilledBuffer) {
|
|
enum { texWidth = 64 };
|
|
enum { texHeight = 64 };
|
|
|
|
// Set the user buffer size.
|
|
native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);
|
|
|
|
// Do the producer side of things
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// This is needed to ensure we pick up a buffer of the correct size.
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
glClearColor(0.6, 0.6, 0.6, 0.6);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(4, 4, 1, 1);
|
|
glClearColor(1.0, 0.0, 0.0, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
// Do the consumer side of things
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
mST->updateTexImage(); // Skip the first frame, which was empty
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(63, 0, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
|
|
|
|
EXPECT_TRUE(checkPixel( 4, 4, 255, 0, 0, 255));
|
|
EXPECT_TRUE(checkPixel( 5, 5, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 3, 3, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(45, 52, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(12, 36, 153, 153, 153, 153));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedUserSizedGLFilledBuffer) {
|
|
enum { texWidth = 64 };
|
|
enum { texHeight = 16 };
|
|
|
|
// Set the transform hint.
|
|
mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
|
|
|
|
// Set the user buffer size.
|
|
native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);
|
|
|
|
// Do the producer side of things
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// This is needed to ensure we pick up a buffer of the correct size and the
|
|
// new rotation hint.
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
glClearColor(0.6, 0.6, 0.6, 0.6);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(24, 4, 1, 1);
|
|
glClearColor(1.0, 0.0, 0.0, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
// Do the consumer side of things
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
mST->updateTexImage(); // Skip the first frame, which was empty
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(63, 0, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));
|
|
|
|
EXPECT_TRUE(checkPixel(24, 4, 255, 0, 0, 255));
|
|
EXPECT_TRUE(checkPixel(25, 5, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(23, 3, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(12, 8, 153, 153, 153, 153));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedGLFilledBuffer) {
|
|
enum { texWidth = 64 };
|
|
enum { texHeight = 16 };
|
|
|
|
// Set the transform hint.
|
|
mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
|
|
|
|
// Set the default buffer size.
|
|
mST->setDefaultBufferSize(texWidth, texHeight);
|
|
|
|
// Do the producer side of things
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
|
|
mProducerEglSurface, mProducerEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// This is needed to ensure we pick up a buffer of the correct size and the
|
|
// new rotation hint.
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
glClearColor(0.6, 0.6, 0.6, 0.6);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(24, 4, 1, 1);
|
|
glClearColor(1.0, 0.0, 0.0, 1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
eglSwapBuffers(mEglDisplay, mProducerEglSurface);
|
|
|
|
// Do the consumer side of things
|
|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
mST->updateTexImage(); // Skip the first frame, which was empty
|
|
mST->updateTexImage();
|
|
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, texWidth, texHeight);
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 0, 0, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(63, 0, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));
|
|
|
|
EXPECT_TRUE(checkPixel(24, 4, 255, 0, 0, 255));
|
|
EXPECT_TRUE(checkPixel(25, 5, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(23, 3, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
|
|
EXPECT_TRUE(checkPixel(12, 8, 153, 153, 153, 153));
|
|
}
|
|
|
|
/*
|
|
* 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
|
|
* SurfaceTexture. 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 SurfaceTexture,
|
|
// and should call both waitForFrame and finishFrame once for each expected
|
|
// frame.
|
|
//
|
|
// This interlocking relies on the fact that onFrameAvailable gets called
|
|
// synchronously from SurfaceTexture::queueBuffer.
|
|
class FrameCondition : public SurfaceTexture::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 SurfaceTexture 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;
|
|
};
|
|
|
|
TEST_F(SurfaceTextureGLThreadToGLTest,
|
|
UpdateTexImageBeforeFrameFinishedCompletes) {
|
|
class PT : public ProducerThread {
|
|
virtual void render() {
|
|
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
swapBuffers();
|
|
}
|
|
};
|
|
|
|
runProducerThread(new PT());
|
|
|
|
mFC->waitForFrame();
|
|
mST->updateTexImage();
|
|
mFC->finishFrame();
|
|
|
|
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLThreadToGLTest,
|
|
UpdateTexImageAfterFrameFinishedCompletes) {
|
|
class PT : public ProducerThread {
|
|
virtual void render() {
|
|
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
swapBuffers();
|
|
}
|
|
};
|
|
|
|
runProducerThread(new PT());
|
|
|
|
mFC->waitForFrame();
|
|
mFC->finishFrame();
|
|
mST->updateTexImage();
|
|
|
|
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLThreadToGLTest,
|
|
RepeatedUpdateTexImageBeforeFrameFinishedCompletes) {
|
|
enum { NUM_ITERATIONS = 1024 };
|
|
|
|
class PT : public ProducerThread {
|
|
virtual void render() {
|
|
for (int i = 0; i < NUM_ITERATIONS; i++) {
|
|
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ALOGV("+swapBuffers");
|
|
swapBuffers();
|
|
ALOGV("-swapBuffers");
|
|
}
|
|
}
|
|
};
|
|
|
|
runProducerThread(new PT());
|
|
|
|
for (int i = 0; i < NUM_ITERATIONS; i++) {
|
|
mFC->waitForFrame();
|
|
ALOGV("+updateTexImage");
|
|
mST->updateTexImage();
|
|
ALOGV("-updateTexImage");
|
|
mFC->finishFrame();
|
|
|
|
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
|
|
}
|
|
}
|
|
|
|
TEST_F(SurfaceTextureGLThreadToGLTest,
|
|
RepeatedUpdateTexImageAfterFrameFinishedCompletes) {
|
|
enum { NUM_ITERATIONS = 1024 };
|
|
|
|
class PT : public ProducerThread {
|
|
virtual void render() {
|
|
for (int i = 0; i < NUM_ITERATIONS; i++) {
|
|
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ALOGV("+swapBuffers");
|
|
swapBuffers();
|
|
ALOGV("-swapBuffers");
|
|
}
|
|
}
|
|
};
|
|
|
|
runProducerThread(new PT());
|
|
|
|
for (int i = 0; i < NUM_ITERATIONS; i++) {
|
|
mFC->waitForFrame();
|
|
mFC->finishFrame();
|
|
ALOGV("+updateTexImage");
|
|
mST->updateTexImage();
|
|
ALOGV("-updateTexImage");
|
|
|
|
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
|
|
}
|
|
}
|
|
|
|
// XXX: This test is disabled because it is currently hanging on some devices.
|
|
TEST_F(SurfaceTextureGLThreadToGLTest,
|
|
DISABLED_RepeatedSwapBuffersWhileDequeueStalledCompletes) {
|
|
enum { NUM_ITERATIONS = 64 };
|
|
|
|
class PT : public ProducerThread {
|
|
virtual void render() {
|
|
for (int i = 0; i < NUM_ITERATIONS; i++) {
|
|
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ALOGV("+swapBuffers");
|
|
swapBuffers();
|
|
ALOGV("-swapBuffers");
|
|
}
|
|
}
|
|
};
|
|
|
|
ASSERT_EQ(OK, mST->setSynchronousMode(true));
|
|
ASSERT_EQ(OK, mST->setBufferCountServer(2));
|
|
|
|
runProducerThread(new PT());
|
|
|
|
// Allow three frames to be rendered and queued before starting the
|
|
// rendering in this thread. For the latter two frames we don't call
|
|
// updateTexImage so the next dequeue from the producer thread will block
|
|
// waiting for a frame to become available.
|
|
mFC->waitForFrame();
|
|
mFC->finishFrame();
|
|
|
|
// We must call updateTexImage to consume the first frame so that the
|
|
// SurfaceTexture is able to reduce the buffer count to 2. This is because
|
|
// the GL driver may dequeue a buffer when the EGLSurface is created, and
|
|
// that happens before we call setBufferCountServer. It's possible that the
|
|
// driver does not dequeue a buffer at EGLSurface creation time, so we
|
|
// cannot rely on this to cause the second dequeueBuffer call to block.
|
|
mST->updateTexImage();
|
|
|
|
mFC->waitForFrame();
|
|
mFC->finishFrame();
|
|
mFC->waitForFrame();
|
|
mFC->finishFrame();
|
|
|
|
// Sleep for 100ms to allow the producer thread's dequeueBuffer call to
|
|
// block waiting for a buffer to become available.
|
|
usleep(100000);
|
|
|
|
// Render and present a number of images. This thread should not be blocked
|
|
// by the fact that the producer thread is blocking in dequeue.
|
|
for (int i = 0; i < NUM_ITERATIONS; i++) {
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
eglSwapBuffers(mEglDisplay, mEglSurface);
|
|
}
|
|
|
|
// Consume the two pending buffers to unblock the producer thread.
|
|
mST->updateTexImage();
|
|
mST->updateTexImage();
|
|
|
|
// Consume the remaining buffers from the producer thread.
|
|
for (int i = 0; i < NUM_ITERATIONS-3; i++) {
|
|
mFC->waitForFrame();
|
|
mFC->finishFrame();
|
|
ALOGV("+updateTexImage");
|
|
mST->updateTexImage();
|
|
ALOGV("-updateTexImage");
|
|
}
|
|
}
|
|
|
|
class SurfaceTextureFBOTest : public SurfaceTextureGLTest {
|
|
protected:
|
|
|
|
virtual void SetUp() {
|
|
SurfaceTextureGLTest::SetUp();
|
|
|
|
glGenFramebuffers(1, &mFbo);
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
|
|
glGenTextures(1, &mFboTex);
|
|
glBindTexture(GL_TEXTURE_2D, mFboTex);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getSurfaceWidth(),
|
|
getSurfaceHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
GL_TEXTURE_2D, mFboTex, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
}
|
|
|
|
virtual void TearDown() {
|
|
SurfaceTextureGLTest::TearDown();
|
|
|
|
glDeleteTextures(1, &mFboTex);
|
|
glDeleteFramebuffers(1, &mFbo);
|
|
}
|
|
|
|
GLuint mFbo;
|
|
GLuint mFboTex;
|
|
};
|
|
|
|
// This test is intended to verify that proper synchronization is done when
|
|
// rendering into an FBO.
|
|
TEST_F(SurfaceTextureFBOTest, BlitFromCpuFilledBufferToFbo) {
|
|
const int texWidth = 64;
|
|
const int texHeight = 64;
|
|
|
|
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
|
|
texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
|
|
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
|
|
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
|
|
|
|
android_native_buffer_t* anb;
|
|
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
ASSERT_TRUE(anb != NULL);
|
|
|
|
sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
|
|
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
|
|
|
|
// Fill the buffer with green
|
|
uint8_t* img = NULL;
|
|
buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
|
|
fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 0, 255,
|
|
0, 255);
|
|
buf->unlock();
|
|
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
|
|
|
|
ASSERT_EQ(NO_ERROR, mST->updateTexImage());
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
|
|
drawTexture();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
SCOPED_TRACE(String8::format("frame %d", i).string());
|
|
|
|
ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
|
|
ASSERT_TRUE(anb != NULL);
|
|
|
|
buf = new GraphicBuffer(anb, false);
|
|
ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(),
|
|
buf->getNativeBuffer()));
|
|
|
|
// Fill the buffer with red
|
|
ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
|
|
(void**)(&img)));
|
|
fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 255, 0,
|
|
0, 255);
|
|
ASSERT_EQ(NO_ERROR, buf->unlock());
|
|
ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
|
|
buf->getNativeBuffer()));
|
|
|
|
ASSERT_EQ(NO_ERROR, mST->updateTexImage());
|
|
|
|
drawTexture();
|
|
|
|
EXPECT_TRUE(checkPixel( 24, 39, 255, 0, 0, 255));
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
|
|
|
|
EXPECT_TRUE(checkPixel( 24, 39, 0, 255, 0, 255));
|
|
}
|
|
|
|
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;
|
|
};
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, UpdateFromMultipleContextsFails) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Attempt to latch the texture on the secondary context.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mSecondEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextSucceeds) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Detach from the primary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Check that the GL texture was deleted.
|
|
EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest,
|
|
DetachFromContextSucceedsAfterProducerDisconnect) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Detach from the primary context.
|
|
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Check that the GL texture was deleted.
|
|
EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenAbandoned) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Attempt to detach from the primary context.
|
|
mST->abandon();
|
|
ASSERT_EQ(NO_INIT, mST->detachFromContext());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenDetached) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Detach from the primary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attempt to detach from the primary context again.
|
|
ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoDisplay) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Make there be no current display.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
|
|
EGL_NO_CONTEXT));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// Attempt to detach from the primary context.
|
|
ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoContext) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Make current context be incorrect.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mSecondEglContext));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// Attempt to detach from the primary context.
|
|
ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, UpdateTexImageFailsWhenDetached) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Detach from the primary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attempt to latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceeds) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Detach from the primary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attach to the secondary context.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mSecondEglContext));
|
|
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
|
|
|
|
// Verify that the texture object was created and bound.
|
|
GLint texBinding = -1;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
|
|
EXPECT_EQ(SECOND_TEX_ID, texBinding);
|
|
|
|
// Try to use the texture from the secondary context.
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glViewport(0, 0, 1, 1);
|
|
mSecondTextureRenderer->drawTexture();
|
|
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest,
|
|
AttachToContextSucceedsAfterProducerDisconnect) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Detach from the primary context.
|
|
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attach to the secondary context.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mSecondEglContext));
|
|
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
|
|
|
|
// Verify that the texture object was created and bound.
|
|
GLint texBinding = -1;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
|
|
EXPECT_EQ(SECOND_TEX_ID, texBinding);
|
|
|
|
// Try to use the texture from the secondary context.
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glViewport(0, 0, 1, 1);
|
|
mSecondTextureRenderer->drawTexture();
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest,
|
|
AttachToContextSucceedsBeforeUpdateTexImage) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Detach from the primary context.
|
|
native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attach to the secondary context.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mSecondEglContext));
|
|
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
|
|
|
|
// Verify that the texture object was created and bound.
|
|
GLint texBinding = -1;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
|
|
EXPECT_EQ(SECOND_TEX_ID, texBinding);
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Try to use the texture from the secondary context.
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glViewport(0, 0, 1, 1);
|
|
mSecondTextureRenderer->drawTexture();
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAbandoned) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Detach from the primary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attempt to attach to the secondary context.
|
|
mST->abandon();
|
|
|
|
// Attempt to attach to the primary context.
|
|
ASSERT_EQ(NO_INIT, mST->attachToContext(SECOND_TEX_ID));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAttached) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Attempt to attach to the primary context.
|
|
ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest,
|
|
AttachToContextFailsWhenAttachedBeforeUpdateTexImage) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Attempt to attach to the primary context.
|
|
ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWithNoDisplay) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Detach from the primary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Make there be no current display.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
|
|
EGL_NO_CONTEXT));
|
|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
|
|
|
|
// Attempt to attach with no context current.
|
|
ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceedsTwice) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Latch the texture contents on the primary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Detach from the primary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attach to the secondary context.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mSecondEglContext));
|
|
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
|
|
|
|
// Detach from the secondary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attach to the tertiary context.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mThirdEglContext));
|
|
ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
|
|
|
|
// Verify that the texture object was created and bound.
|
|
GLint texBinding = -1;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
|
|
EXPECT_EQ(THIRD_TEX_ID, texBinding);
|
|
|
|
// Try to use the texture from the tertiary context.
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glViewport(0, 0, 1, 1);
|
|
mThirdTextureRenderer->drawTexture();
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
|
|
}
|
|
|
|
TEST_F(SurfaceTextureMultiContextGLTest,
|
|
AttachToContextSucceedsTwiceBeforeUpdateTexImage) {
|
|
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
|
|
|
|
// Detach from the primary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attach to the secondary context.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mSecondEglContext));
|
|
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
|
|
|
|
// Detach from the secondary context.
|
|
ASSERT_EQ(OK, mST->detachFromContext());
|
|
|
|
// Attach to the tertiary context.
|
|
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mThirdEglContext));
|
|
ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
|
|
|
|
// Verify that the texture object was created and bound.
|
|
GLint texBinding = -1;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
|
|
EXPECT_EQ(THIRD_TEX_ID, texBinding);
|
|
|
|
// Latch the texture contents on the tertiary context.
|
|
mFW->waitForFrame();
|
|
ASSERT_EQ(OK, mST->updateTexImage());
|
|
|
|
// Try to use the texture from the tertiary context.
|
|
glClearColor(0.2, 0.2, 0.2, 0.2);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glViewport(0, 0, 1, 1);
|
|
mThirdTextureRenderer->drawTexture();
|
|
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
|
|
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
|
|
}
|
|
|
|
} // namespace android
|