diff options
author | 2013-12-03 12:37:36 -0800 | |
---|---|---|
committer | 2013-12-09 09:52:02 -0800 | |
commit | cb1fcdedaaf95acabeac6a2d5bff423d6ca62296 (patch) | |
tree | e7d937f6917bad6f947b08703a56fd60132f698a | |
parent | f3730fb8f7da368740f9e5ed2603b405aeb4be72 (diff) |
libgui: Split SurfaceTexture tests into more files
Extract the many different test fixtures and suites in SurfaceTexture_test.cpp
into separate files. No real functional changes, just tweaking headers to keep
things building (and adding a few copyright headers I forgot last time).
Change-Id: Id801bd5d617f0cc61d22508fb9b71b41694bdecf
21 files changed, 2959 insertions, 2484 deletions
diff --git a/libs/gui/tests/Android.mk b/libs/gui/tests/Android.mk index 50c99ee154..db2406504b 100644 --- a/libs/gui/tests/Android.mk +++ b/libs/gui/tests/Android.mk @@ -9,11 +9,18 @@ LOCAL_MODULE_TAGS := tests LOCAL_SRC_FILES := \ BufferQueue_test.cpp \ CpuConsumer_test.cpp \ + FillBuffer.cpp \ GLTest.cpp \ IGraphicBufferProducer_test.cpp \ + MultiTextureConsumer_test.cpp \ SurfaceTextureClient_test.cpp \ - SurfaceTexture_test.cpp \ + SurfaceTextureFBO_test.cpp \ + SurfaceTextureGLThreadToGL_test.cpp \ + SurfaceTextureGLToGL_test.cpp \ + SurfaceTextureGL_test.cpp \ + SurfaceTextureMultiContextGL_test.cpp \ Surface_test.cpp \ + TextureRenderer.cpp \ LOCAL_SHARED_LIBRARIES := \ libEGL \ diff --git a/libs/gui/tests/DisconnectWaiter.h b/libs/gui/tests/DisconnectWaiter.h new file mode 100644 index 0000000000..3a30a1937e --- /dev/null +++ b/libs/gui/tests/DisconnectWaiter.h @@ -0,0 +1,78 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_DISCONNECT_WAITER_H +#define ANDROID_DISCONNECT_WAITER_H + +#include <gui/IConsumerListener.h> + +#include <utils/Condition.h> +#include <utils/Mutex.h> + +namespace android { + +// Note that GLConsumer 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 BnConsumerListener { +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; +}; + +} // namespace android + +#endif diff --git a/libs/gui/tests/FillBuffer.cpp b/libs/gui/tests/FillBuffer.cpp new file mode 100644 index 0000000000..079962c8b9 --- /dev/null +++ b/libs/gui/tests/FillBuffer.cpp @@ -0,0 +1,108 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "FillBuffer.h" + +#include <ui/GraphicBuffer.h> + +#include <gtest/gtest.h> + +namespace android { + +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; + } + } + } + } +} + +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 produceOneRGBA8Frame(const sp<ANativeWindow>& anw) { + android_native_buffer_t* anb; + ASSERT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(anw.get(), + &anb)); + ASSERT_TRUE(anb != NULL); + + sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); + + 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(), + -1)); +} +} // namespace android diff --git a/libs/gui/tests/FillBuffer.h b/libs/gui/tests/FillBuffer.h new file mode 100644 index 0000000000..b584179318 --- /dev/null +++ b/libs/gui/tests/FillBuffer.h @@ -0,0 +1,43 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_FILL_BUFFER_H +#define ANDROID_FILL_BUFFER_H + +#include <system/window.h> +#include <utils/StrongPointer.h> + +namespace android { + +// Fill a YV12 buffer with a multi-colored checkerboard pattern +void fillYV12Buffer(uint8_t* buf, int w, int h, int stride); + +// 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); + +void fillRGBA8Buffer(uint8_t* buf, int w, int h, int stride); + +// 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); + +} // namespace android + +#endif diff --git a/libs/gui/tests/FrameWaiter.h b/libs/gui/tests/FrameWaiter.h new file mode 100644 index 0000000000..bdedba67ad --- /dev/null +++ b/libs/gui/tests/FrameWaiter.h @@ -0,0 +1,52 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_FRAME_WAITER_H +#define ANDROID_FRAME_WAITER_H + +#include <gui/GLConsumer.h> + +namespace android { + +class FrameWaiter : public GLConsumer::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(); + } + +private: + int mPendingFrames; + Mutex mMutex; + Condition mCondition; +}; + +} // namespace android + +#endif diff --git a/libs/gui/tests/GLTest.cpp b/libs/gui/tests/GLTest.cpp index d7acb4da20..1739d9c7ca 100644 --- a/libs/gui/tests/GLTest.cpp +++ b/libs/gui/tests/GLTest.cpp @@ -1,3 +1,19 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + #include "GLTest.h" #include <gui/Surface.h> @@ -153,7 +169,6 @@ EGLint GLTest::getSurfaceHeight() { EGLSurface GLTest::createWindowSurface(EGLDisplay display, EGLConfig config, sp<ANativeWindow>& window) const { - ALOGI("Creating window surface (non-SRGB)"); return eglCreateWindowSurface(display, config, window.get(), NULL); } diff --git a/libs/gui/tests/GLTest.h b/libs/gui/tests/GLTest.h index 5ba112835c..d3c4a951f3 100644 --- a/libs/gui/tests/GLTest.h +++ b/libs/gui/tests/GLTest.h @@ -1,3 +1,19 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + #ifndef ANDROID_GL_TEST_H #define ANDROID_GL_TEST_H @@ -11,6 +27,12 @@ namespace android { class GLTest : public ::testing::Test { +public: + static void loadShader(GLenum shaderType, const char* pSource, + GLuint* outShader); + static void createProgram(const char* pVertexSource, + const char* pFragmentSource, GLuint* outPgm); + protected: GLTest() : mEglDisplay(EGL_NO_DISPLAY), @@ -33,11 +55,6 @@ protected: ::testing::AssertionResult assertRectEq(const Rect &r1, const Rect &r2, int tolerance = 1); - static void loadShader(GLenum shaderType, const char* pSource, - GLuint* outShader); - static void createProgram(const char* pVertexSource, - const char* pFragmentSource, GLuint* outPgm); - int mDisplaySecs; sp<SurfaceComposerClient> mComposerClient; sp<SurfaceControl> mSurfaceControl; diff --git a/libs/gui/tests/MultiTextureConsumer_test.cpp b/libs/gui/tests/MultiTextureConsumer_test.cpp new file mode 100644 index 0000000000..853c25caed --- /dev/null +++ b/libs/gui/tests/MultiTextureConsumer_test.cpp @@ -0,0 +1,123 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "MultiTextureConsumer_test" +//#define LOG_NDEBUG 0 + +#include "GLTest.h" + +#include <gui/GLConsumer.h> +#include <gui/Surface.h> + +#include <android/native_window.h> + +#include <GLES/glext.h> + +namespace android { + +class MultiTextureConsumerTest : public GLTest { +protected: + enum { TEX_ID = 123 }; + + virtual void SetUp() { + GLTest::SetUp(); + sp<BufferQueue> bq = new BufferQueue(); + mGlConsumer = new GLConsumer(bq, TEX_ID); + mSurface = new Surface(bq); + mANW = mSurface.get(); + + } + virtual void TearDown() { + GLTest::TearDown(); + } + virtual EGLint const* getContextAttribs() { + return NULL; + } + virtual EGLint const* getConfigAttribs() { + static EGLint sDefaultConfigAttribs[] = { + EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, + EGL_RED_SIZE, 8, + EGL_GREEN_SIZE, 8, + EGL_BLUE_SIZE, 8, + EGL_ALPHA_SIZE, 8, + EGL_NONE }; + + return sDefaultConfigAttribs; + } + sp<GLConsumer> mGlConsumer; + sp<Surface> mSurface; + ANativeWindow* mANW; +}; + +TEST_F(MultiTextureConsumerTest, EGLImageTargetWorks) { + ANativeWindow_Buffer buffer; + + ASSERT_EQ(native_window_set_usage(mANW, GRALLOC_USAGE_SW_WRITE_OFTEN), NO_ERROR); + ASSERT_EQ(native_window_set_buffers_format(mANW, HAL_PIXEL_FORMAT_RGBA_8888), NO_ERROR); + + glShadeModel(GL_FLAT); + glDisable(GL_DITHER); + glDisable(GL_CULL_FACE); + glViewport(0, 0, getSurfaceWidth(), getSurfaceHeight()); + glOrthof(0, getSurfaceWidth(), 0, getSurfaceHeight(), 0, 1); + glEnableClientState(GL_VERTEX_ARRAY); + glColor4f(1, 1, 1, 1); + + glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID); + glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + + uint32_t texel = 0x80808080; + glBindTexture(GL_TEXTURE_2D, TEX_ID+1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texel); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, TEX_ID+1); + glEnable(GL_TEXTURE_2D); + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID); + glEnable(GL_TEXTURE_EXTERNAL_OES); + glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + glClear(GL_COLOR_BUFFER_BIT); + for (int i=0 ; i<8 ; i++) { + mSurface->lock(&buffer, NULL); + memset(buffer.bits, (i&7) * 0x20, buffer.stride * buffer.height * 4); + mSurface->unlockAndPost(); + + mGlConsumer->updateTexImage(); + + GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} }; + glVertexPointer(2, GL_FLOAT, 0, vertices); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + } + + for (int i=0 ; i<8 ; i++) { + EXPECT_TRUE(checkPixel(i*16 + 8, 8, i*16, i*16, i*16, i*16, 0)); + } +} + +} // namespace android diff --git a/libs/gui/tests/SurfaceTextureFBO.h b/libs/gui/tests/SurfaceTextureFBO.h new file mode 100644 index 0000000000..7f1ae84c48 --- /dev/null +++ b/libs/gui/tests/SurfaceTextureFBO.h @@ -0,0 +1,75 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_SURFACE_TEXTURE_FBO_H +#define ANDROID_SURFACE_TEXTURE_FBO_H + +#include "SurfaceTextureGL.h" + +#include <GLES2/gl2.h> + +namespace android { + +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; +}; + +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 < w; 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; + } + } +} + +} // namespace android + +#endif diff --git a/libs/gui/tests/SurfaceTextureFBO_test.cpp b/libs/gui/tests/SurfaceTextureFBO_test.cpp new file mode 100644 index 0000000000..b165ae6609 --- /dev/null +++ b/libs/gui/tests/SurfaceTextureFBO_test.cpp @@ -0,0 +1,87 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "SurfaceTextureFBO_test" +//#define LOG_NDEBUG 0 + +#include "SurfaceTextureFBO.h" + +namespace android { + +// 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, native_window_dequeue_buffer_and_wait(mANW.get(), + &anb)); + ASSERT_TRUE(anb != NULL); + + sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); + + // 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(), + -1)); + + 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, native_window_dequeue_buffer_and_wait(mANW.get(), + &anb)); + ASSERT_TRUE(anb != NULL); + + buf = new GraphicBuffer(anb, false); + + // 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(), -1)); + + 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)); +} + +} // namespace android diff --git a/libs/gui/tests/SurfaceTextureGL.h b/libs/gui/tests/SurfaceTextureGL.h new file mode 100644 index 0000000000..ac112c4462 --- /dev/null +++ b/libs/gui/tests/SurfaceTextureGL.h @@ -0,0 +1,73 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_SURFACE_TEXTURE_GL_H +#define ANDROID_SURFACE_TEXTURE_GL_H + +#include "GLTest.h" + +#include "FrameWaiter.h" +#include "TextureRenderer.h" + +#include <gui/GLConsumer.h> +#include <gui/Surface.h> + +namespace android { + +class FrameWaiter; +class GLConsumer; +class TextureRenderer; + +class SurfaceTextureGLTest : public GLTest { +protected: + enum { TEX_ID = 123 }; + + void SetUp() { + GLTest::SetUp(); + sp<BufferQueue> bq = new BufferQueue(); + mBQ = bq; + mST = new GLConsumer(bq, TEX_ID); + mSTC = new Surface(bq); + mANW = mSTC; + mTextureRenderer = new TextureRenderer(TEX_ID, mST); + ASSERT_NO_FATAL_FAILURE(mTextureRenderer->SetUp()); + mFW = new FrameWaiter; + mST->setFrameAvailableListener(mFW); + } + + void TearDown() { + mTextureRenderer.clear(); + mANW.clear(); + mSTC.clear(); + mST.clear(); + GLTest::TearDown(); + } + + void drawTexture() { + mTextureRenderer->drawTexture(); + } + + sp<BufferQueue> mBQ; + sp<GLConsumer> mST; + sp<Surface> mSTC; + sp<ANativeWindow> mANW; + sp<TextureRenderer> mTextureRenderer; + sp<FrameWaiter> mFW; +}; + +} // namespace android + +#endif diff --git a/libs/gui/tests/SurfaceTextureGLThreadToGL.h b/libs/gui/tests/SurfaceTextureGLThreadToGL.h new file mode 100644 index 0000000000..6410516d27 --- /dev/null +++ b/libs/gui/tests/SurfaceTextureGLThreadToGL.h @@ -0,0 +1,183 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H +#define ANDROID_SURFACE_TEXTURE_GL_THREAD_TO_GL_H + +#include "SurfaceTextureGLToGL.h" + +namespace android { + +/* + * 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 + * GLConsumer. 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 GLConsumer, + // and should call both waitForFrame and finishFrame once for each expected + // frame. + // + // This interlocking relies on the fact that onFrameAvailable gets called + // synchronously from GLConsumer::queueBuffer. + class FrameCondition : public GLConsumer::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 GLConsumer 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; +}; + +} // namespace android + +#endif diff --git a/libs/gui/tests/SurfaceTextureGLThreadToGL_test.cpp b/libs/gui/tests/SurfaceTextureGLThreadToGL_test.cpp new file mode 100644 index 0000000000..9776733efd --- /dev/null +++ b/libs/gui/tests/SurfaceTextureGLThreadToGL_test.cpp @@ -0,0 +1,186 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "SurfaceTextureGLThreadToGL_test" +//#define LOG_NDEBUG 0 + +#include "SurfaceTextureGLThreadToGL.h" + +namespace android { + +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(); + ASSERT_EQ(NO_ERROR, 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(); + ASSERT_EQ(NO_ERROR, 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"); + ASSERT_EQ(NO_ERROR, 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"); + ASSERT_EQ(NO_ERROR, 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->setDefaultMaxBufferCount(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 setDefaultMaxBufferCount. 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. + ASSERT_EQ(NO_ERROR, 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. + ASSERT_EQ(NO_ERROR, mST->updateTexImage()); + ASSERT_EQ(NO_ERROR, 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"); + ASSERT_EQ(NO_ERROR, mST->updateTexImage()); + ALOGV("-updateTexImage"); + } +} + +} // namespace android diff --git a/libs/gui/tests/SurfaceTextureGLToGL.h b/libs/gui/tests/SurfaceTextureGLToGL.h new file mode 100644 index 0000000000..5a2eff3951 --- /dev/null +++ b/libs/gui/tests/SurfaceTextureGLToGL.h @@ -0,0 +1,65 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_SURFACE_TEXTURE_GL_TO_GL_H +#define ANDROID_SURFACE_TEXTURE_GL_TO_GL_H + +#include "SurfaceTextureGL.h" + +namespace android { + +/* + * 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; +}; + +} // namespace android + +#endif diff --git a/libs/gui/tests/SurfaceTextureGLToGL_test.cpp b/libs/gui/tests/SurfaceTextureGLToGL_test.cpp new file mode 100644 index 0000000000..f4c796131b --- /dev/null +++ b/libs/gui/tests/SurfaceTextureGLToGL_test.cpp @@ -0,0 +1,502 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "SurfaceTextureGLToGL_test" +//#define LOG_NDEBUG 0 + +#include "SurfaceTextureGLToGL.h" + +namespace android { + +TEST_F(SurfaceTextureGLToGLTest, TransformHintGetsRespected) { + const uint32_t texWidth = 32; + const uint32_t texHeight = 64; + + mST->setDefaultBufferSize(texWidth, texHeight); + mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90); + + // This test requires 3 buffers to avoid deadlock because we're + // both producer and consumer, and only using one thread. + mST->setDefaultMaxBufferCount(3); + + // Do the producer side of things + EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface, + mProducerEglSurface, mProducerEglContext)); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + + // Start a buffer with our chosen size and transform hint moving + // through the system. + glClear(GL_COLOR_BUFFER_BIT); // give the driver something to do + eglSwapBuffers(mEglDisplay, mProducerEglSurface); + mST->updateTexImage(); // consume it + // Swap again. + glClear(GL_COLOR_BUFFER_BIT); + eglSwapBuffers(mEglDisplay, mProducerEglSurface); + mST->updateTexImage(); + + // The current buffer should either show the effects of the transform + // hint (in the form of an inverse transform), or show that the + // transform hint has been ignored. + sp<GraphicBuffer> buf = mST->getCurrentBuffer(); + if (mST->getCurrentTransform() == NATIVE_WINDOW_TRANSFORM_ROT_270) { + ASSERT_EQ(texWidth, buf->getHeight()); + ASSERT_EQ(texHeight, buf->getWidth()); + } else { + ASSERT_EQ(texWidth, buf->getWidth()); + ASSERT_EQ(texHeight, buf->getHeight()); + } + + // Reset the transform hint and confirm that it takes. + mST->setTransformHint(0); + glClear(GL_COLOR_BUFFER_BIT); + eglSwapBuffers(mEglDisplay, mProducerEglSurface); + mST->updateTexImage(); + glClear(GL_COLOR_BUFFER_BIT); + eglSwapBuffers(mEglDisplay, mProducerEglSurface); + mST->updateTexImage(); + + buf = mST->getCurrentBuffer(); + ASSERT_EQ((uint32_t) 0, mST->getCurrentTransform()); + ASSERT_EQ(texWidth, buf->getWidth()); + ASSERT_EQ(texHeight, buf->getHeight()); +} + +TEST_F(SurfaceTextureGLToGLTest, TexturingFromGLFilledRGBABufferPow2) { + const int texWidth = 64; + const int texHeight = 64; + + mST->setDefaultBufferSize(texWidth, texHeight); + + // This test requires 3 buffers to complete run on a single thread. + mST->setDefaultMaxBufferCount(3); + + // 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); + + // Skip the first frame, which was empty + ASSERT_EQ(NO_ERROR, mST->updateTexImage()); + ASSERT_EQ(NO_ERROR, 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(); + ASSERT_EQ(NO_ERROR, 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 GLConsumer 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 GLConsumer, releasing the ref that the GLConsumer 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, EglMakeCurrentBeforeConsumerDeathUnrefsBuffers) { + sp<GraphicBuffer> buffer; + + EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface, + mProducerEglSurface, mProducerEglContext)); + + // Produce a frame + glClear(GL_COLOR_BUFFER_BIT); + EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface)); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + + // Destroy the EGLSurface. + EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface)); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + mProducerEglSurface = EGL_NO_SURFACE; + mSTC.clear(); + mANW.clear(); + mTextureRenderer.clear(); + + // Consume a frame + ASSERT_EQ(NO_ERROR, mST->updateTexImage()); + buffer = mST->getCurrentBuffer(); + + // Destroy the GL texture object to release its ref + GLuint texID = TEX_ID; + glDeleteTextures(1, &texID); + + // make un-current, all references to buffer should be gone + EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, + EGL_NO_SURFACE, EGL_NO_CONTEXT)); + + // Destroy consumer + mST.clear(); + + EXPECT_EQ(1, buffer->getStrongCount()); +} + +TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentAfterConsumerDeathUnrefsBuffers) { + sp<GraphicBuffer> buffer; + + EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface, + mProducerEglSurface, mProducerEglContext)); + + // Produce a frame + glClear(GL_COLOR_BUFFER_BIT); + EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface)); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + + // Destroy the EGLSurface. + EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface)); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + mProducerEglSurface = EGL_NO_SURFACE; + mSTC.clear(); + mANW.clear(); + mTextureRenderer.clear(); + + // Consume a frame + ASSERT_EQ(NO_ERROR, mST->updateTexImage()); + buffer = mST->getCurrentBuffer(); + + // Destroy the GL texture object to release its ref + GLuint texID = TEX_ID; + glDeleteTextures(1, &texID); + + // Destroy consumer + mST.clear(); + + // make un-current, all references to buffer should be gone + EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, + EGL_NO_SURFACE, EGL_NO_CONTEXT)); + + EXPECT_EQ(1, buffer->getStrongCount()); +} + +TEST_F(SurfaceTextureGLToGLTest, TexturingFromUserSizedGLFilledBuffer) { + enum { texWidth = 64 }; + enum { texHeight = 64 }; + + // This test requires 3 buffers to complete run on a single thread. + mST->setDefaultMaxBufferCount(3); + + // 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); + + // Skip the first frame, which was empty + ASSERT_EQ(NO_ERROR, mST->updateTexImage()); + ASSERT_EQ(NO_ERROR, 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 }; + + // This test requires 3 buffers to complete run on a single thread. + mST->setDefaultMaxBufferCount(3); + + // 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); + + // Skip the first frame, which was empty + ASSERT_EQ(NO_ERROR, mST->updateTexImage()); + ASSERT_EQ(NO_ERROR, 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 }; + + // This test requires 3 buffers to complete run on a single thread. + mST->setDefaultMaxBufferCount(3); + + // 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); + + // Skip the first frame, which was empty + ASSERT_EQ(NO_ERROR, mST->updateTexImage()); + ASSERT_EQ(NO_ERROR, 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)); +} + +} // namespace android diff --git a/libs/gui/tests/SurfaceTextureGL_test.cpp b/libs/gui/tests/SurfaceTextureGL_test.cpp new file mode 100644 index 0000000000..25b2319e6c --- /dev/null +++ b/libs/gui/tests/SurfaceTextureGL_test.cpp @@ -0,0 +1,703 @@ +/* + * Copyright (C) 2011 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "SurfaceTextureGL_test" +//#define LOG_NDEBUG 0 + +#include "SurfaceTextureGL.h" + +#include "DisconnectWaiter.h" +#include "FillBuffer.h" + +namespace android { + +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, native_window_dequeue_buffer_and_wait(mANW.get(), + &anb)); + ASSERT_TRUE(anb != NULL); + + sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); + + // 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(), + -1)); + + ASSERT_EQ(NO_ERROR, 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, 3)); + EXPECT_TRUE(checkPixel(63, 0, 0, 133, 0, 255, 3)); + EXPECT_TRUE(checkPixel(63, 65, 0, 133, 0, 255, 3)); + EXPECT_TRUE(checkPixel( 0, 65, 255, 127, 255, 255, 3)); + + EXPECT_TRUE(checkPixel(22, 44, 255, 127, 255, 255, 3)); + EXPECT_TRUE(checkPixel(45, 52, 255, 127, 255, 255, 3)); + EXPECT_TRUE(checkPixel(52, 51, 98, 255, 73, 255, 3)); + EXPECT_TRUE(checkPixel( 7, 31, 155, 0, 118, 255, 3)); + EXPECT_TRUE(checkPixel(31, 9, 107, 24, 87, 255, 3)); + EXPECT_TRUE(checkPixel(29, 35, 255, 127, 255, 255, 3)); + EXPECT_TRUE(checkPixel(36, 22, 155, 29, 0, 255, 3)); +} + +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, native_window_dequeue_buffer_and_wait(mANW.get(), + &anb)); + ASSERT_TRUE(anb != NULL); + + sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); + + // 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(), + -1)); + + ASSERT_EQ(NO_ERROR, 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, native_window_dequeue_buffer_and_wait(mANW.get(), + &anb)); + ASSERT_TRUE(anb != NULL); + + sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); + + 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(), -1)); + + ASSERT_EQ(NO_ERROR, 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->setDefaultMaxBufferCount(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 (native_window_dequeue_buffer_and_wait(mANW.get(), + &anb) != NO_ERROR) { + return false; + } + if (anb == NULL) { + return false; + } + + sp<GraphicBuffer> buf(new GraphicBuffer(anb, 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(), -1) + != 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(); + } + ASSERT_EQ(NO_ERROR, 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)); + + ASSERT_EQ(NO_ERROR, 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)); + + ASSERT_EQ(NO_ERROR, 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 GLConsumer 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 (native_window_dequeue_buffer_and_wait(mANW.get(), + &anb) != NO_ERROR) { + return false; + } + if (anb == NULL) { + return false; + } + if (mANW->queueBuffer(mANW.get(), anb, -1) + != NO_ERROR) { + return false; + } + } + + native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_EGL); + + return false; + } + + private: + sp<ANativeWindow> mANW; + }; + + sp<DisconnectWaiter> dw(new DisconnectWaiter()); + mBQ->consumerConnect(dw, false); + + + sp<Thread> pt(new ProducerThread(mANW)); + pt->run(); + + // eat a frame so GLConsumer will own an at least one slot + dw->waitForFrame(); + EXPECT_EQ(OK,mST->updateTexImage()); + + dw->waitForFrame(); + // Could fail here as GLConsumer thinks it still owns the slot + // but bufferQueue has released all slots + EXPECT_EQ(OK,mST->updateTexImage()); + + dw->finishDisconnect(); +} + + +// This test ensures that the GLConsumer 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, native_window_api_connect(mANW.get(), + NATIVE_WINDOW_API_EGL)); + + ANativeWindowBuffer *anb; + + EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); + EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); + + EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); + EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); + + 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)); + + EXPECT_EQ(OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); + EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); + + // 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, 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, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); + EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); + 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, 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, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); + EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); + 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, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); + EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); + 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, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); + EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); + 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, 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 (native_window_dequeue_buffer_and_wait(mANW.get(), + &anb) != NO_ERROR) { + return false; + } + if (anb == NULL) { + return false; + } + if (mANW->queueBuffer(mANW.get(), anb, -1) + != NO_ERROR) { + return false; + } + + // Frame 2 + if (native_window_dequeue_buffer_and_wait(mANW.get(), + &anb) != NO_ERROR) { + return false; + } + if (anb == NULL) { + return false; + } + if (mANW->queueBuffer(mANW.get(), anb, -1) + != NO_ERROR) { + return false; + } + + // Frame 3 - error expected + mDequeueError = native_window_dequeue_buffer_and_wait(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->setDefaultMaxBufferCount(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, native_window_dequeue_buffer_and_wait(mANW.get(), + &anb)); + EXPECT_EQ(16, anb->width); + EXPECT_EQ(texHeight, anb->height); + EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1)); + EXPECT_EQ(NO_ERROR, mST->updateTexImage()); + + // make sure it works with GL_MAX_TEXTURE_SIZE + mST->setDefaultBufferSize(maxTextureSize, texHeight); + EXPECT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(), + &anb)); + EXPECT_EQ(maxTextureSize, anb->width); + EXPECT_EQ(texHeight, anb->height); + EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1)); + 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, native_window_dequeue_buffer_and_wait(mANW.get(), + &anb)); + EXPECT_EQ(maxTextureSize+1, anb->width); + EXPECT_EQ(texHeight, anb->height); + EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1)); + ASSERT_NE(NO_ERROR, mST->updateTexImage()); +} + +} // namespace android diff --git a/libs/gui/tests/SurfaceTextureMultiContextGL.h b/libs/gui/tests/SurfaceTextureMultiContextGL.h new file mode 100644 index 0000000000..7934bbccfd --- /dev/null +++ b/libs/gui/tests/SurfaceTextureMultiContextGL.h @@ -0,0 +1,84 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_SURFACE_TEXTURE_MULTI_CONTEXT_GL_H +#define ANDROID_SURFACE_TEXTURE_MULTI_CONTEXT_GL_H + +#include "SurfaceTextureGL.h" + +namespace android { + +class SurfaceTextureMultiContextGLTest : public SurfaceTextureGLTest { +protected: + enum { SECOND_TEX_ID = 123 }; + enum { THIRD_TEX_ID = 456 }; + + SurfaceTextureMultiContextGLTest(): + mSecondEglContext(EGL_NO_CONTEXT) { + } + + virtual void SetUp() { + SurfaceTextureGLTest::SetUp(); + + // Set up the secondary context and texture renderer. + mSecondEglContext = eglCreateContext(mEglDisplay, mGlConfig, + EGL_NO_CONTEXT, getContextAttribs()); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + ASSERT_NE(EGL_NO_CONTEXT, mSecondEglContext); + + ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, + mSecondEglContext)); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + mSecondTextureRenderer = new TextureRenderer(SECOND_TEX_ID, mST); + ASSERT_NO_FATAL_FAILURE(mSecondTextureRenderer->SetUp()); + + // Set up the tertiary context and texture renderer. + mThirdEglContext = eglCreateContext(mEglDisplay, mGlConfig, + EGL_NO_CONTEXT, getContextAttribs()); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + ASSERT_NE(EGL_NO_CONTEXT, mThirdEglContext); + + ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, + mThirdEglContext)); + ASSERT_EQ(EGL_SUCCESS, eglGetError()); + mThirdTextureRenderer = new TextureRenderer(THIRD_TEX_ID, mST); + ASSERT_NO_FATAL_FAILURE(mThirdTextureRenderer->SetUp()); + + // Switch back to the primary context to start the tests. + ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, + mEglContext)); + } + + virtual void TearDown() { + if (mThirdEglContext != EGL_NO_CONTEXT) { + eglDestroyContext(mEglDisplay, mThirdEglContext); + } + if (mSecondEglContext != EGL_NO_CONTEXT) { + eglDestroyContext(mEglDisplay, mSecondEglContext); + } + SurfaceTextureGLTest::TearDown(); + } + + EGLContext mSecondEglContext; + sp<TextureRenderer> mSecondTextureRenderer; + + EGLContext mThirdEglContext; + sp<TextureRenderer> mThirdTextureRenderer; +}; + +} + +#endif diff --git a/libs/gui/tests/SurfaceTextureMultiContextGL_test.cpp b/libs/gui/tests/SurfaceTextureMultiContextGL_test.cpp new file mode 100644 index 0000000000..115a47d0f3 --- /dev/null +++ b/libs/gui/tests/SurfaceTextureMultiContextGL_test.cpp @@ -0,0 +1,389 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "SurfaceTextureMultiContextGL_test" +//#define LOG_NDEBUG 0 + +#include "SurfaceTextureMultiContextGL.h" + +#include "FillBuffer.h" + +#include <GLES/glext.h> + +namespace android { + +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)); +} + +TEST_F(SurfaceTextureMultiContextGLTest, + UpdateTexImageSucceedsForBufferConsumedBeforeDetach) { + ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2)); + + // produce two frames and consume them both on the primary context + ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW)); + mFW->waitForFrame(); + ASSERT_EQ(OK, mST->updateTexImage()); + + ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW)); + mFW->waitForFrame(); + ASSERT_EQ(OK, mST->updateTexImage()); + + // produce one more frame + ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW)); + + // Detach from the primary context and attach to the secondary context + ASSERT_EQ(OK, mST->detachFromContext()); + ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, + mSecondEglContext)); + ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID)); + + // Consume final frame on secondary context + mFW->waitForFrame(); + ASSERT_EQ(OK, mST->updateTexImage()); +} + +} // namespace android diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp deleted file mode 100644 index fd18ad23c6..0000000000 --- a/libs/gui/tests/SurfaceTexture_test.cpp +++ /dev/null @@ -1,2477 +0,0 @@ -/* - * Copyright (C) 2011 The Android Open Source Project - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#define LOG_TAG "SurfaceTexture_test" -//#define LOG_NDEBUG 0 - -#include "GLTest.h" - -#include <gui/GLConsumer.h> -#include <ui/GraphicBuffer.h> -#include <utils/String8.h> -#include <utils/threads.h> - -#include <gui/ISurfaceComposer.h> -#include <gui/Surface.h> - -#include <EGL/eglext.h> -#include <GLES/glext.h> -#include <GLES2/gl2.h> -#include <GLES2/gl2ext.h> - -#include <ui/FramebufferNativeWindow.h> -#include <UniquePtr.h> -#include <android/native_window.h> - -namespace android { - -class MultiTextureConsumerTest : public GLTest { -protected: - enum { TEX_ID = 123 }; - - virtual void SetUp() { - GLTest::SetUp(); - sp<BufferQueue> bq = new BufferQueue(); - mGlConsumer = new GLConsumer(bq, TEX_ID); - mSurface = new Surface(bq); - mANW = mSurface.get(); - - } - virtual void TearDown() { - GLTest::TearDown(); - } - virtual EGLint const* getContextAttribs() { - return NULL; - } - virtual EGLint const* getConfigAttribs() { - static EGLint sDefaultConfigAttribs[] = { - EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, - EGL_RED_SIZE, 8, - EGL_GREEN_SIZE, 8, - EGL_BLUE_SIZE, 8, - EGL_ALPHA_SIZE, 8, - EGL_NONE }; - - return sDefaultConfigAttribs; - } - sp<GLConsumer> mGlConsumer; - sp<Surface> mSurface; - ANativeWindow* mANW; -}; - - -TEST_F(MultiTextureConsumerTest, EGLImageTargetWorks) { - ANativeWindow_Buffer buffer; - - ASSERT_EQ(native_window_set_usage(mANW, GRALLOC_USAGE_SW_WRITE_OFTEN), NO_ERROR); - ASSERT_EQ(native_window_set_buffers_format(mANW, HAL_PIXEL_FORMAT_RGBA_8888), NO_ERROR); - - glShadeModel(GL_FLAT); - glDisable(GL_DITHER); - glDisable(GL_CULL_FACE); - glViewport(0, 0, getSurfaceWidth(), getSurfaceHeight()); - glOrthof(0, getSurfaceWidth(), 0, getSurfaceHeight(), 0, 1); - glEnableClientState(GL_VERTEX_ARRAY); - glColor4f(1, 1, 1, 1); - - glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID); - glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - - uint32_t texel = 0x80808080; - glBindTexture(GL_TEXTURE_2D, TEX_ID+1); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texel); - glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, TEX_ID+1); - glEnable(GL_TEXTURE_2D); - glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID); - glEnable(GL_TEXTURE_EXTERNAL_OES); - glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - - glClear(GL_COLOR_BUFFER_BIT); - for (int i=0 ; i<8 ; i++) { - mSurface->lock(&buffer, NULL); - memset(buffer.bits, (i&7) * 0x20, buffer.stride * buffer.height * 4); - mSurface->unlockAndPost(); - - mGlConsumer->updateTexImage(); - - GLfloat vertices[][2] = { {i*16.0f, 0}, {(i+1)*16.0f, 0}, {(i+1)*16.0f, 16.0f}, {i*16.0f, 16.0f} }; - glVertexPointer(2, GL_FLOAT, 0, vertices); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - } - - for (int i=0 ; i<8 ; i++) { - EXPECT_TRUE(checkPixel(i*16 + 8, 8, i*16, i*16, i*16, i*16, 0)); - } -} - - - -class SurfaceTextureGLTest : public GLTest { -protected: - enum { TEX_ID = 123 }; - - virtual void SetUp() { - GLTest::SetUp(); - sp<BufferQueue> bq = new BufferQueue(); - mBQ = bq; - mST = new GLConsumer(bq, TEX_ID); - mSTC = new Surface(bq); - mANW = mSTC; - mTextureRenderer = new TextureRenderer(TEX_ID, mST); - ASSERT_NO_FATAL_FAILURE(mTextureRenderer->SetUp()); - mFW = new FrameWaiter; - mST->setFrameAvailableListener(mFW); - } - - virtual void TearDown() { - mTextureRenderer.clear(); - mANW.clear(); - mSTC.clear(); - mST.clear(); - GLTest::TearDown(); - } - - void drawTexture() { - mTextureRenderer->drawTexture(); - } - - class TextureRenderer: public RefBase { - public: - TextureRenderer(GLuint texName, const sp<GLConsumer>& st): - mTexName(texName), - mST(st) { - } - - void SetUp() { - const char vsrc[] = - "attribute vec4 vPosition;\n" - "varying vec2 texCoords;\n" - "uniform mat4 texMatrix;\n" - "void main() {\n" - " vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n" - " texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n" - " gl_Position = vPosition;\n" - "}\n"; - - const char fsrc[] = - "#extension GL_OES_EGL_image_external : require\n" - "precision mediump float;\n" - "uniform samplerExternalOES texSampler;\n" - "varying vec2 texCoords;\n" - "void main() {\n" - " gl_FragColor = texture2D(texSampler, texCoords);\n" - "}\n"; - - { - SCOPED_TRACE("creating shader program"); - ASSERT_NO_FATAL_FAILURE(createProgram(vsrc, fsrc, &mPgm)); - } - - mPositionHandle = glGetAttribLocation(mPgm, "vPosition"); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - ASSERT_NE(-1, mPositionHandle); - mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler"); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - ASSERT_NE(-1, mTexSamplerHandle); - mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix"); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - ASSERT_NE(-1, mTexMatrixHandle); - } - - // drawTexture draws the GLConsumer over the entire GL viewport. - void drawTexture() { - static const GLfloat triangleVertices[] = { - -1.0f, 1.0f, - -1.0f, -1.0f, - 1.0f, -1.0f, - 1.0f, 1.0f, - }; - - glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, - triangleVertices); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - glEnableVertexAttribArray(mPositionHandle); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - - glUseProgram(mPgm); - glUniform1i(mTexSamplerHandle, 0); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - - // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as - // they're setting the defautls for that target, but when hacking - // things to use GL_TEXTURE_2D they are needed to achieve the same - // behavior. - glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, - GL_LINEAR); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, - GL_LINEAR); - ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); - glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, - GL_CLAMP_TO_EDGE); - 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<GLConsumer> mST; - GLuint mPgm; - GLint mPositionHandle; - GLint mTexSamplerHandle; - GLint mTexMatrixHandle; - }; - - class FrameWaiter : public GLConsumer::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 GLConsumer 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 BnConsumerListener { - 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<BufferQueue> mBQ; - sp<GLConsumer> mST; - sp<Surface> 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 < w; 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, native_window_dequeue_buffer_and_wait(anw.get(), - &anb)); - ASSERT_TRUE(anb != NULL); - - sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); - - 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(), - -1)); -} - -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, native_window_dequeue_buffer_and_wait(mANW.get(), - &anb)); - ASSERT_TRUE(anb != NULL); - - sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); - - // 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(), - -1)); - - ASSERT_EQ(NO_ERROR, 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, 3)); - EXPECT_TRUE(checkPixel(63, 0, 0, 133, 0, 255, 3)); - EXPECT_TRUE(checkPixel(63, 65, 0, 133, 0, 255, 3)); - EXPECT_TRUE(checkPixel( 0, 65, 255, 127, 255, 255, 3)); - - EXPECT_TRUE(checkPixel(22, 44, 255, 127, 255, 255, 3)); - EXPECT_TRUE(checkPixel(45, 52, 255, 127, 255, 255, 3)); - EXPECT_TRUE(checkPixel(52, 51, 98, 255, 73, 255, 3)); - EXPECT_TRUE(checkPixel( 7, 31, 155, 0, 118, 255, 3)); - EXPECT_TRUE(checkPixel(31, 9, 107, 24, 87, 255, 3)); - EXPECT_TRUE(checkPixel(29, 35, 255, 127, 255, 255, 3)); - EXPECT_TRUE(checkPixel(36, 22, 155, 29, 0, 255, 3)); -} - -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, native_window_dequeue_buffer_and_wait(mANW.get(), - &anb)); - ASSERT_TRUE(anb != NULL); - - sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); - - // 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(), - -1)); - - ASSERT_EQ(NO_ERROR, 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, native_window_dequeue_buffer_and_wait(mANW.get(), - &anb)); - ASSERT_TRUE(anb != NULL); - - sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); - - 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(), -1)); - - ASSERT_EQ(NO_ERROR, 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->setDefaultMaxBufferCount(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 (native_window_dequeue_buffer_and_wait(mANW.get(), - &anb) != NO_ERROR) { - return false; - } - if (anb == NULL) { - return false; - } - - sp<GraphicBuffer> buf(new GraphicBuffer(anb, 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(), -1) - != 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(); - } - ASSERT_EQ(NO_ERROR, 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)); - - ASSERT_EQ(NO_ERROR, 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)); - - ASSERT_EQ(NO_ERROR, 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 GLConsumer 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 (native_window_dequeue_buffer_and_wait(mANW.get(), - &anb) != NO_ERROR) { - return false; - } - if (anb == NULL) { - return false; - } - if (mANW->queueBuffer(mANW.get(), anb, -1) - != NO_ERROR) { - return false; - } - } - - native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_EGL); - - return false; - } - - private: - sp<ANativeWindow> mANW; - }; - - sp<DisconnectWaiter> dw(new DisconnectWaiter()); - mBQ->consumerConnect(dw, false); - - - sp<Thread> pt(new ProducerThread(mANW)); - pt->run(); - - // eat a frame so GLConsumer will own an at least one slot - dw->waitForFrame(); - EXPECT_EQ(OK,mST->updateTexImage()); - - dw->waitForFrame(); - // Could fail here as GLConsumer thinks it still owns the slot - // but bufferQueue has released all slots - EXPECT_EQ(OK,mST->updateTexImage()); - - dw->finishDisconnect(); -} - - -// This test ensures that the GLConsumer 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, native_window_api_connect(mANW.get(), - NATIVE_WINDOW_API_EGL)); - - ANativeWindowBuffer *anb; - - EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); - EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); - - EXPECT_EQ (OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); - EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); - - 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)); - - EXPECT_EQ(OK, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); - EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); - - // 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, 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, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); - EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); - 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, 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, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); - EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); - 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, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); - EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); - 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, native_window_dequeue_buffer_and_wait(mANW.get(), &anb)); - EXPECT_EQ(OK, mANW->queueBuffer(mANW.get(), anb, -1)); - 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, 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 (native_window_dequeue_buffer_and_wait(mANW.get(), - &anb) != NO_ERROR) { - return false; - } - if (anb == NULL) { - return false; - } - if (mANW->queueBuffer(mANW.get(), anb, -1) - != NO_ERROR) { - return false; - } - - // Frame 2 - if (native_window_dequeue_buffer_and_wait(mANW.get(), - &anb) != NO_ERROR) { - return false; - } - if (anb == NULL) { - return false; - } - if (mANW->queueBuffer(mANW.get(), anb, -1) - != NO_ERROR) { - return false; - } - - // Frame 3 - error expected - mDequeueError = native_window_dequeue_buffer_and_wait(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->setDefaultMaxBufferCount(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, native_window_dequeue_buffer_and_wait(mANW.get(), - &anb)); - EXPECT_EQ(16, anb->width); - EXPECT_EQ(texHeight, anb->height); - EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1)); - EXPECT_EQ(NO_ERROR, mST->updateTexImage()); - - // make sure it works with GL_MAX_TEXTURE_SIZE - mST->setDefaultBufferSize(maxTextureSize, texHeight); - EXPECT_EQ(NO_ERROR, native_window_dequeue_buffer_and_wait(mANW.get(), - &anb)); - EXPECT_EQ(maxTextureSize, anb->width); - EXPECT_EQ(texHeight, anb->height); - EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1)); - 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, native_window_dequeue_buffer_and_wait(mANW.get(), - &anb)); - EXPECT_EQ(maxTextureSize+1, anb->width); - EXPECT_EQ(texHeight, anb->height); - EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb, -1)); - 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, TransformHintGetsRespected) { - const uint32_t texWidth = 32; - const uint32_t texHeight = 64; - - mST->setDefaultBufferSize(texWidth, texHeight); - mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90); - - // This test requires 3 buffers to avoid deadlock because we're - // both producer and consumer, and only using one thread. - mST->setDefaultMaxBufferCount(3); - - // Do the producer side of things - EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface, - mProducerEglSurface, mProducerEglContext)); - ASSERT_EQ(EGL_SUCCESS, eglGetError()); - - // Start a buffer with our chosen size and transform hint moving - // through the system. - glClear(GL_COLOR_BUFFER_BIT); // give the driver something to do - eglSwapBuffers(mEglDisplay, mProducerEglSurface); - mST->updateTexImage(); // consume it - // Swap again. - glClear(GL_COLOR_BUFFER_BIT); - eglSwapBuffers(mEglDisplay, mProducerEglSurface); - mST->updateTexImage(); - - // The current buffer should either show the effects of the transform - // hint (in the form of an inverse transform), or show that the - // transform hint has been ignored. - sp<GraphicBuffer> buf = mST->getCurrentBuffer(); - if (mST->getCurrentTransform() == NATIVE_WINDOW_TRANSFORM_ROT_270) { - ASSERT_EQ(texWidth, buf->getHeight()); - ASSERT_EQ(texHeight, buf->getWidth()); - } else { - ASSERT_EQ(texWidth, buf->getWidth()); - ASSERT_EQ(texHeight, buf->getHeight()); - } - - // Reset the transform hint and confirm that it takes. - mST->setTransformHint(0); - glClear(GL_COLOR_BUFFER_BIT); - eglSwapBuffers(mEglDisplay, mProducerEglSurface); - mST->updateTexImage(); - glClear(GL_COLOR_BUFFER_BIT); - eglSwapBuffers(mEglDisplay, mProducerEglSurface); - mST->updateTexImage(); - - buf = mST->getCurrentBuffer(); - ASSERT_EQ((uint32_t) 0, mST->getCurrentTransform()); - ASSERT_EQ(texWidth, buf->getWidth()); - ASSERT_EQ(texHeight, buf->getHeight()); -} - -TEST_F(SurfaceTextureGLToGLTest, TexturingFromGLFilledRGBABufferPow2) { - const int texWidth = 64; - const int texHeight = 64; - - mST->setDefaultBufferSize(texWidth, texHeight); - - // This test requires 3 buffers to complete run on a single thread. - mST->setDefaultMaxBufferCount(3); - - // 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); - - // Skip the first frame, which was empty - ASSERT_EQ(NO_ERROR, mST->updateTexImage()); - ASSERT_EQ(NO_ERROR, 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(); - ASSERT_EQ(NO_ERROR, 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 GLConsumer 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 GLConsumer, releasing the ref that the GLConsumer 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, EglMakeCurrentBeforeConsumerDeathUnrefsBuffers) { - sp<GraphicBuffer> buffer; - - EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface, - mProducerEglSurface, mProducerEglContext)); - - // Produce a frame - glClear(GL_COLOR_BUFFER_BIT); - EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface)); - ASSERT_EQ(EGL_SUCCESS, eglGetError()); - - // Destroy the EGLSurface. - EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface)); - ASSERT_EQ(EGL_SUCCESS, eglGetError()); - mProducerEglSurface = EGL_NO_SURFACE; - mSTC.clear(); - mANW.clear(); - mTextureRenderer.clear(); - - // Consume a frame - ASSERT_EQ(NO_ERROR, mST->updateTexImage()); - buffer = mST->getCurrentBuffer(); - - // Destroy the GL texture object to release its ref - GLuint texID = TEX_ID; - glDeleteTextures(1, &texID); - - // make un-current, all references to buffer should be gone - EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, - EGL_NO_SURFACE, EGL_NO_CONTEXT)); - - // Destroy consumer - mST.clear(); - - EXPECT_EQ(1, buffer->getStrongCount()); -} - -TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentAfterConsumerDeathUnrefsBuffers) { - sp<GraphicBuffer> buffer; - - EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface, - mProducerEglSurface, mProducerEglContext)); - - // Produce a frame - glClear(GL_COLOR_BUFFER_BIT); - EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface)); - ASSERT_EQ(EGL_SUCCESS, eglGetError()); - - // Destroy the EGLSurface. - EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface)); - ASSERT_EQ(EGL_SUCCESS, eglGetError()); - mProducerEglSurface = EGL_NO_SURFACE; - mSTC.clear(); - mANW.clear(); - mTextureRenderer.clear(); - - // Consume a frame - ASSERT_EQ(NO_ERROR, mST->updateTexImage()); - buffer = mST->getCurrentBuffer(); - - // Destroy the GL texture object to release its ref - GLuint texID = TEX_ID; - glDeleteTextures(1, &texID); - - // Destroy consumer - mST.clear(); - - // make un-current, all references to buffer should be gone - EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, - EGL_NO_SURFACE, EGL_NO_CONTEXT)); - - EXPECT_EQ(1, buffer->getStrongCount()); -} - -TEST_F(SurfaceTextureGLToGLTest, TexturingFromUserSizedGLFilledBuffer) { - enum { texWidth = 64 }; - enum { texHeight = 64 }; - - // This test requires 3 buffers to complete run on a single thread. - mST->setDefaultMaxBufferCount(3); - - // 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); - - // Skip the first frame, which was empty - ASSERT_EQ(NO_ERROR, mST->updateTexImage()); - ASSERT_EQ(NO_ERROR, 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 }; - - // This test requires 3 buffers to complete run on a single thread. - mST->setDefaultMaxBufferCount(3); - - // 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); - - // Skip the first frame, which was empty - ASSERT_EQ(NO_ERROR, mST->updateTexImage()); - ASSERT_EQ(NO_ERROR, 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 }; - - // This test requires 3 buffers to complete run on a single thread. - mST->setDefaultMaxBufferCount(3); - - // 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); - - // Skip the first frame, which was empty - ASSERT_EQ(NO_ERROR, mST->updateTexImage()); - ASSERT_EQ(NO_ERROR, 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 - * GLConsumer. 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 GLConsumer, - // and should call both waitForFrame and finishFrame once for each expected - // frame. - // - // This interlocking relies on the fact that onFrameAvailable gets called - // synchronously from GLConsumer::queueBuffer. - class FrameCondition : public GLConsumer::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 GLConsumer 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(); - ASSERT_EQ(NO_ERROR, 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(); - ASSERT_EQ(NO_ERROR, 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"); - ASSERT_EQ(NO_ERROR, 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"); - ASSERT_EQ(NO_ERROR, 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->setDefaultMaxBufferCount(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 setDefaultMaxBufferCount. 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. - ASSERT_EQ(NO_ERROR, 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. - ASSERT_EQ(NO_ERROR, mST->updateTexImage()); - ASSERT_EQ(NO_ERROR, 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"); - ASSERT_EQ(NO_ERROR, 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, native_window_dequeue_buffer_and_wait(mANW.get(), - &anb)); - ASSERT_TRUE(anb != NULL); - - sp<GraphicBuffer> buf(new GraphicBuffer(anb, false)); - - // 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(), - -1)); - - 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, native_window_dequeue_buffer_and_wait(mANW.get(), - &anb)); - ASSERT_TRUE(anb != NULL); - - buf = new GraphicBuffer(anb, false); - - // 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(), -1)); - - 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)); -} - -TEST_F(SurfaceTextureMultiContextGLTest, - UpdateTexImageSucceedsForBufferConsumedBeforeDetach) { - ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2)); - - // produce two frames and consume them both on the primary context - ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW)); - mFW->waitForFrame(); - ASSERT_EQ(OK, mST->updateTexImage()); - - ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW)); - mFW->waitForFrame(); - ASSERT_EQ(OK, mST->updateTexImage()); - - // produce one more frame - ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW)); - - // Detach from the primary context and attach to the secondary context - ASSERT_EQ(OK, mST->detachFromContext()); - ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, - mSecondEglContext)); - ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID)); - - // Consume final frame on secondary context - mFW->waitForFrame(); - ASSERT_EQ(OK, mST->updateTexImage()); -} - -} // namespace android diff --git a/libs/gui/tests/TextureRenderer.cpp b/libs/gui/tests/TextureRenderer.cpp new file mode 100644 index 0000000000..90951b3b20 --- /dev/null +++ b/libs/gui/tests/TextureRenderer.cpp @@ -0,0 +1,116 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "TextureRenderer.h" + +#include "GLTest.h" + +#include <gui/GLConsumer.h> + +#include <GLES2/gl2.h> +#include <GLES2/gl2ext.h> + +#include <gtest/gtest.h> + +namespace android { + +TextureRenderer::TextureRenderer(GLuint texName, + const sp<GLConsumer>& st) : mTexName(texName), mST(st) { +} + +void TextureRenderer::SetUp() { + const char vsrc[] = + "attribute vec4 vPosition;\n" + "varying vec2 texCoords;\n" + "uniform mat4 texMatrix;\n" + "void main() {\n" + " vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n" + " texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n" + " gl_Position = vPosition;\n" + "}\n"; + + const char fsrc[] = + "#extension GL_OES_EGL_image_external : require\n" + "precision mediump float;\n" + "uniform samplerExternalOES texSampler;\n" + "varying vec2 texCoords;\n" + "void main() {\n" + " gl_FragColor = texture2D(texSampler, texCoords);\n" + "}\n"; + + { + SCOPED_TRACE("creating shader program"); + ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm)); + } + + mPositionHandle = glGetAttribLocation(mPgm, "vPosition"); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + ASSERT_NE(-1, mPositionHandle); + mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler"); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + ASSERT_NE(-1, mTexSamplerHandle); + mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix"); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + ASSERT_NE(-1, mTexMatrixHandle); +} + +// drawTexture draws the GLConsumer over the entire GL viewport. +void TextureRenderer::drawTexture() { + static const GLfloat triangleVertices[] = { + -1.0f, 1.0f, + -1.0f, -1.0f, + 1.0f, -1.0f, + 1.0f, 1.0f, + }; + + glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, + triangleVertices); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + glEnableVertexAttribArray(mPositionHandle); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + + glUseProgram(mPgm); + glUniform1i(mTexSamplerHandle, 0); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + + // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as + // they're setting the defautls for that target, but when hacking + // things to use GL_TEXTURE_2D they are needed to achieve the same + // behavior. + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, + GL_LINEAR); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, + GL_LINEAR); + ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError()); + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, + GL_CLAMP_TO_EDGE); + 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()); +} + +} // namespace android diff --git a/libs/gui/tests/TextureRenderer.h b/libs/gui/tests/TextureRenderer.h new file mode 100644 index 0000000000..37b2b47b41 --- /dev/null +++ b/libs/gui/tests/TextureRenderer.h @@ -0,0 +1,46 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_TEXTURE_RENDERER_H +#define ANDROID_TEXTURE_RENDERER_H + +#include <GLES/gl.h> + +#include <utils/RefBase.h> + +namespace android { + +class GLConsumer; + +class TextureRenderer : public RefBase { +public: + TextureRenderer(GLuint texName, const sp<GLConsumer>& st); + + void SetUp(); + void drawTexture(); + +private: + GLuint mTexName; + sp<GLConsumer> mST; + GLuint mPgm; + GLint mPositionHandle; + GLint mTexSamplerHandle; + GLint mTexMatrixHandle; +}; + +} // namespace android + +#endif |