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527 lines
18 KiB
527 lines
18 KiB
/*
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "SurfaceTextureGLToGL_test"
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//#define LOG_NDEBUG 0
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#include "SurfaceTextureGLToGL.h"
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namespace android {
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TEST_F(SurfaceTextureGLToGLTest, TransformHintGetsRespected) {
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const uint32_t texWidth = 32;
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const uint32_t texHeight = 64;
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mST->setDefaultBufferSize(texWidth, texHeight);
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mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
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// This test requires 3 buffers to avoid deadlock because we're
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// both producer and consumer, and only using one thread. Set max dequeued
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// to 2, and max acquired already defaults to 1.
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ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
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SetUpWindowAndContext();
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// Do the producer side of things
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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// Start a buffer with our chosen size and transform hint moving
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// through the system.
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glClear(GL_COLOR_BUFFER_BIT); // give the driver something to do
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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mST->updateTexImage(); // consume it
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// Swap again.
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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mST->updateTexImage();
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// The current buffer should either show the effects of the transform
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// hint (in the form of an inverse transform), or show that the
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// transform hint has been ignored.
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sp<GraphicBuffer> buf = mST->getCurrentBuffer();
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if (mST->getCurrentTransform() == NATIVE_WINDOW_TRANSFORM_ROT_270) {
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ASSERT_EQ(texWidth, buf->getHeight());
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ASSERT_EQ(texHeight, buf->getWidth());
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} else {
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ASSERT_EQ(texWidth, buf->getWidth());
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ASSERT_EQ(texHeight, buf->getHeight());
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}
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// Reset the transform hint and confirm that it takes.
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mST->setTransformHint(0);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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mST->updateTexImage();
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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mST->updateTexImage();
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buf = mST->getCurrentBuffer();
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ASSERT_EQ((uint32_t) 0, mST->getCurrentTransform());
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ASSERT_EQ(texWidth, buf->getWidth());
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ASSERT_EQ(texHeight, buf->getHeight());
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}
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TEST_F(SurfaceTextureGLToGLTest, TexturingFromGLFilledRGBABufferPow2) {
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const int texWidth = 64;
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const int texHeight = 64;
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mST->setDefaultBufferSize(texWidth, texHeight);
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// This test requires 3 buffers to complete run on a single thread.
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// Set max dequeued to 2, and max acquired already defaults to 1.
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ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
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SetUpWindowAndContext();
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// Do the producer side of things
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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// This is needed to ensure we pick up a buffer of the correct size.
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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glClearColor(0.6, 0.6, 0.6, 0.6);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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glScissor(4, 4, 4, 4);
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glClearColor(1.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(24, 48, 4, 4);
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glClearColor(0.0, 1.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(37, 17, 4, 4);
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glClearColor(0.0, 0.0, 1.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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// Do the consumer side of things
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
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mEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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glDisable(GL_SCISSOR_TEST);
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// Skip the first frame, which was empty
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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glClearColor(0.2, 0.2, 0.2, 0.2);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, texWidth, texHeight);
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drawTexture();
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EXPECT_TRUE(checkPixel( 0, 0, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(63, 0, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 4, 7, 255, 0, 0, 255));
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EXPECT_TRUE(checkPixel(25, 51, 0, 255, 0, 255));
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EXPECT_TRUE(checkPixel(40, 19, 0, 0, 255, 255));
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EXPECT_TRUE(checkPixel(29, 51, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 5, 32, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(13, 8, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(46, 3, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(30, 33, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 6, 52, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(55, 33, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(16, 29, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 1, 30, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(41, 37, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(46, 29, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(15, 25, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 3, 52, 153, 153, 153, 153));
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}
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TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceUnrefsBuffers) {
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SetUpWindowAndContext();
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sp<GraphicBuffer> buffers[2];
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// This test requires async mode to run on a single thread.
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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for (int i = 0; i < 2; i++) {
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// Produce a frame
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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// Consume a frame
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
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mEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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mFW->waitForFrame();
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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buffers[i] = mST->getCurrentBuffer();
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}
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// Destroy the GL texture object to release its ref on buffers[2].
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GLuint texID = TEX_ID;
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glDeleteTextures(1, &texID);
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// Destroy the EGLSurface
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EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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mProducerEglSurface = EGL_NO_SURFACE;
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// This test should have the only reference to buffer 0.
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EXPECT_EQ(1, buffers[0]->getStrongCount());
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// The GLConsumer should hold one reference to buffer 1 in its
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// mCurrentTextureImage member and another reference in mEglSlots. The third
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// reference is in this test.
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EXPECT_EQ(3, buffers[1]->getStrongCount());
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}
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TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceAfterAbandonUnrefsBuffers) {
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SetUpWindowAndContext();
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sp<GraphicBuffer> buffers[3];
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// This test requires async mode to run on a single thread.
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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for (int i = 0; i < 3; i++) {
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// Produce a frame
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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glClear(GL_COLOR_BUFFER_BIT);
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EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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// Consume a frame
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
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mEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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mFW->waitForFrame();
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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buffers[i] = mST->getCurrentBuffer();
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}
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// Abandon the GLConsumer, releasing the ref that the GLConsumer has
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// on buffers[2].
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mST->abandon();
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// Destroy the GL texture object to release its ref on buffers[2].
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GLuint texID = TEX_ID;
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glDeleteTextures(1, &texID);
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// Destroy the EGLSurface.
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EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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mProducerEglSurface = EGL_NO_SURFACE;
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EXPECT_EQ(1, buffers[1]->getStrongCount());
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// Depending on how lazily the GL driver dequeues buffers, we may end up
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// with either two or three total buffers. If there are three, each entry
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// of the buffers array will be unique and there should only be one
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// reference (the one in this test). If there are two the first and last
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// element in the array will be equal meaning that buffer representing both
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// 0 and 2 will have two references (one for 0 and one for 2).
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if (buffers[2] != buffers[0]) {
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EXPECT_EQ(1, buffers[0]->getStrongCount());
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EXPECT_EQ(1, buffers[2]->getStrongCount());
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} else {
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EXPECT_EQ(2, buffers[0]->getStrongCount());
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}
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}
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TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentBeforeConsumerDeathUnrefsBuffers) {
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SetUpWindowAndContext();
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sp<GraphicBuffer> buffer;
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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// Produce a frame
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glClear(GL_COLOR_BUFFER_BIT);
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EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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// Destroy the EGLSurface.
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EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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mProducerEglSurface = EGL_NO_SURFACE;
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mSTC.clear();
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mANW.clear();
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mTextureRenderer.clear();
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// Consume a frame
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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buffer = mST->getCurrentBuffer();
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// Destroy the GL texture object to release its ref
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GLuint texID = TEX_ID;
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glDeleteTextures(1, &texID);
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// make un-current, all references to buffer should be gone
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE,
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EGL_NO_SURFACE, EGL_NO_CONTEXT));
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// Destroy consumer
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mST.clear();
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EXPECT_EQ(1, buffer->getStrongCount());
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}
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TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentAfterConsumerDeathUnrefsBuffers) {
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SetUpWindowAndContext();
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sp<GraphicBuffer> buffer;
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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// Produce a frame
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glClear(GL_COLOR_BUFFER_BIT);
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EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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// Destroy the EGLSurface.
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EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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mProducerEglSurface = EGL_NO_SURFACE;
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mSTC.clear();
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mANW.clear();
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mTextureRenderer.clear();
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// Consume a frame
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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buffer = mST->getCurrentBuffer();
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// Destroy the GL texture object to release its ref
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GLuint texID = TEX_ID;
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glDeleteTextures(1, &texID);
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// Destroy consumer
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mST.clear();
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// make un-current, all references to buffer should be gone
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE,
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EGL_NO_SURFACE, EGL_NO_CONTEXT));
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EXPECT_EQ(1, buffer->getStrongCount());
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}
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TEST_F(SurfaceTextureGLToGLTest, TexturingFromUserSizedGLFilledBuffer) {
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enum { texWidth = 64 };
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enum { texHeight = 64 };
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// This test requires 3 buffers to complete run on a single thread.
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// Set max dequeued to 2, and max acquired already defaults to 1.
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ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
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SetUpWindowAndContext();
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// Set the user buffer size.
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native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);
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// Do the producer side of things
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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// This is needed to ensure we pick up a buffer of the correct size.
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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glClearColor(0.6, 0.6, 0.6, 0.6);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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glScissor(4, 4, 1, 1);
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glClearColor(1.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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// Do the consumer side of things
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
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mEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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glDisable(GL_SCISSOR_TEST);
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// Skip the first frame, which was empty
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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glClearColor(0.2, 0.2, 0.2, 0.2);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, texWidth, texHeight);
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drawTexture();
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EXPECT_TRUE(checkPixel( 0, 0, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(63, 0, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 4, 4, 255, 0, 0, 255));
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EXPECT_TRUE(checkPixel( 5, 5, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 3, 3, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(45, 52, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(12, 36, 153, 153, 153, 153));
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}
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TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedUserSizedGLFilledBuffer) {
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enum { texWidth = 64 };
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enum { texHeight = 16 };
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// This test requires 3 buffers to complete run on a single thread.
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// Set max dequeued to 2, and max acquired already defaults to 1.
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ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
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SetUpWindowAndContext();
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// Set the transform hint.
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mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
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// Set the user buffer size.
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native_window_set_buffers_user_dimensions(mANW.get(), texWidth, texHeight);
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// Do the producer side of things
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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mProducerEglSurface, mProducerEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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// This is needed to ensure we pick up a buffer of the correct size and the
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// new rotation hint.
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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glClearColor(0.6, 0.6, 0.6, 0.6);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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glScissor(24, 4, 1, 1);
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glClearColor(1.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mEglDisplay, mProducerEglSurface);
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// Do the consumer side of things
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EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
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mEglContext));
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ASSERT_EQ(EGL_SUCCESS, eglGetError());
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glDisable(GL_SCISSOR_TEST);
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// Skip the first frame, which was empty
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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ASSERT_EQ(NO_ERROR, mST->updateTexImage());
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glClearColor(0.2, 0.2, 0.2, 0.2);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, texWidth, texHeight);
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drawTexture();
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EXPECT_TRUE(checkPixel( 0, 0, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(63, 0, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(63, 15, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel( 0, 15, 153, 153, 153, 153));
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|
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EXPECT_TRUE(checkPixel(24, 4, 255, 0, 0, 255));
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EXPECT_TRUE(checkPixel(25, 5, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(23, 3, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(45, 13, 153, 153, 153, 153));
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EXPECT_TRUE(checkPixel(12, 8, 153, 153, 153, 153));
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}
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|
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TEST_F(SurfaceTextureGLToGLTest, TexturingFromPreRotatedGLFilledBuffer) {
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enum { texWidth = 64 };
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enum { texHeight = 16 };
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|
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// This test requires 3 buffers to complete run on a single thread.
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// Set max dequeued to 2, and max acquired already defaults to 1.
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ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
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|
|
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SetUpWindowAndContext();
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|
|
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// Set the transform hint.
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mST->setTransformHint(NATIVE_WINDOW_TRANSFORM_ROT_90);
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|
|
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// Set the default buffer size.
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mST->setDefaultBufferSize(texWidth, texHeight);
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|
|
|
// Do the producer side of things
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|
EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
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|
mProducerEglSurface, mProducerEglContext));
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|
ASSERT_EQ(EGL_SUCCESS, eglGetError());
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|
|
|
// 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
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