blob: 32fdd46894a80aa20a616c3a5cca6e12e8d76d57 [file] [log] [blame]
// Copyright (C) 2018 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 <gtest/gtest.h>
#include "GLTestUtils.h"
#include "OpenGLTestContext.h"
#include "TextureDraw.h"
namespace gfxstream {
namespace gl {
namespace {
void TestTextureDrawBasic(const GLESv2Dispatch* gl, GLenum internalformat,
GLenum format, bool should_work) {
GLint viewport[4] = {};
gl->glGetIntegerv(GL_VIEWPORT, viewport);
EXPECT_EQ(0, viewport[0]);
EXPECT_EQ(0, viewport[1]);
const int width = viewport[2];
const int height = viewport[3];
const GLenum type = GL_UNSIGNED_BYTE;
const int bpp = 4;
const int bytes = width * height * bpp;
GLuint textureToDraw;
gl->glGenTextures(1, &textureToDraw);
gl->glActiveTexture(GL_TEXTURE0);
gl->glBindTexture(GL_TEXTURE_2D, textureToDraw);
gl->glPixelStorei(GL_PACK_ALIGNMENT, 1);
gl->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
std::vector<unsigned char> pixels(bytes);
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
pixels[i * width * bpp + j * bpp + 0] = (0xaa + i) % 0x100;
pixels[i * width * bpp + j * bpp + 1] = (0x00 + j) % 0x100;
pixels[i * width * bpp + j * bpp + 2] = (0x11 + i) % 0x100;
pixels[i * width * bpp + j * bpp + 3] = (0xff + j) % 0x100;
}
}
GLenum err = gl->glGetError();
EXPECT_EQ(GL_NO_ERROR, err);
gl->glTexImage2D(GL_TEXTURE_2D, 0, internalformat, width, height, 0,
format, type, pixels.data());
err = gl->glGetError();
if (should_work) {
EXPECT_EQ(GL_NO_ERROR, err);
} else {
EXPECT_NE(GL_NO_ERROR, err);
return;
}
gl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLint fbStatus = gl->glCheckFramebufferStatus(GL_FRAMEBUFFER);
EXPECT_EQ((GLint)GL_FRAMEBUFFER_COMPLETE, fbStatus);
TextureDraw textureDraw;
textureDraw.draw(textureToDraw, 0, 0, 0);
std::vector<unsigned char> pixelsOut(bytes, 0xff);
gl->glReadPixels(0, 0, width, height, format, type, pixelsOut.data());
// Check that the texture is drawn upside down (because that's what SurfaceFlinger wants)
for (int i = 0; i < height; i++) {
size_t rowBytes = width * bpp;
EXPECT_TRUE(RowMatches(i, width * bpp,
pixels.data() + i * rowBytes,
pixelsOut.data() + (height - i - 1) * rowBytes));
}
}
void TestTextureDrawLayer(const GLESv2Dispatch* gl) {
GLint viewport[4] = {};
gl->glGetIntegerv(GL_VIEWPORT, viewport);
EXPECT_EQ(0, viewport[0]);
EXPECT_EQ(0, viewport[1]);
const int width = viewport[2];
const int height = viewport[3];
const GLenum type = GL_UNSIGNED_BYTE;
const int bpp = 4;
const int bytes = width * height * bpp;
GLuint textureToDraw;
gl->glGenTextures(1, &textureToDraw);
gl->glActiveTexture(GL_TEXTURE0);
gl->glBindTexture(GL_TEXTURE_2D, textureToDraw);
gl->glPixelStorei(GL_PACK_ALIGNMENT, 1);
gl->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
std::vector<unsigned char> pixels(bytes);
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
pixels[i * width * bpp + j * bpp + 0] = 0xff;
pixels[i * width * bpp + j * bpp + 1] = 0x0;
pixels[i * width * bpp + j * bpp + 2] = 0x0;
pixels[i * width * bpp + j * bpp + 3] = 0xff;
}
}
GLenum err = gl->glGetError();
EXPECT_EQ(GL_NO_ERROR, err);
gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, type, pixels.data());
err = gl->glGetError();
EXPECT_EQ(GL_NO_ERROR, err);
gl->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLint fbStatus = gl->glCheckFramebufferStatus(GL_FRAMEBUFFER);
EXPECT_EQ((GLint)GL_FRAMEBUFFER_COMPLETE, fbStatus);
TextureDraw textureDraw;
// Test HWC2_COMPOSITION_SOLID_COLOR mode, red color
ComposeLayer l = {0,
HWC2_COMPOSITION_SOLID_COLOR,
{0, 0, width, height},
{0.0, 0.0, (float)width, (float)height},
HWC2_BLEND_MODE_NONE,
1.0,
{255, 0, 0, 255},
(hwc_transform_t)0};
textureDraw.prepareForDrawLayer();
textureDraw.drawLayer(l, width, height, width, height, textureToDraw);
std::vector<unsigned char> pixelsOut(bytes, 0xff);
gl->glReadPixels(0, 0, width, height, GL_RGBA, type, pixelsOut.data());
EXPECT_TRUE(ImageMatches(width, height, bpp, width,
pixels.data(), pixelsOut.data()));
// Test HWC2_COMPOSITION_DEVICE mode, blue texture
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
pixels[i * width * bpp + j * bpp + 0] = 0x0;
pixels[i * width * bpp + j * bpp + 1] = 0x0;
pixels[i * width * bpp + j * bpp + 2] = 0xff;
pixels[i * width * bpp + j * bpp + 3] = 0xff;
}
}
err = gl->glGetError();
EXPECT_EQ(GL_NO_ERROR, err);
gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, type, pixels.data());
l.composeMode = HWC2_COMPOSITION_DEVICE;
textureDraw.drawLayer(l, width, height, width, height, textureToDraw);
gl->glReadPixels(0, 0, width, height, GL_RGBA, type, pixelsOut.data());
EXPECT_TRUE(ImageMatches(width, height, bpp, width,
pixels.data(), pixelsOut.data()));
// Test composing 2 layers, layer1 draws blue to the upper half frame;
// layer2 draws the bottom half of the texture to the bottom half frame
ComposeLayer l1 = {0,
HWC2_COMPOSITION_SOLID_COLOR,
{0, 0, width, height/2},
{0.0, 0.0, (float)width, (float)height/2},
HWC2_BLEND_MODE_NONE,
1.0,
{0, 0, 255, 255},
(hwc_transform_t)0};
ComposeLayer l2 = {0,
HWC2_COMPOSITION_DEVICE,
{0, height/2, width, height},
{0.0, (float)height/2, (float)width, (float)height},
HWC2_BLEND_MODE_NONE,
1.0,
{0, 0, 0, 0},
(hwc_transform_t)0};
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
// texture bottom half green
if (i >= height/2) {
pixels[i * width * bpp + j * bpp + 0] = 0x0;
pixels[i * width * bpp + j * bpp + 2] = 0xff;
}
}
}
gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, type, pixels.data());
textureDraw.drawLayer(l1, width, height, width, height, textureToDraw);
textureDraw.drawLayer(l2, width, height, width, height, textureToDraw);
gl->glReadPixels(0, 0, width, height, GL_RGBA, type, pixelsOut.data());
EXPECT_TRUE(ImageMatches(width, height, bpp, width,
pixels.data(), pixelsOut.data()));
}
#define GL_BGRA_EXT 0x80E1
TEST_F(GLTest, TextureDrawBasic) {
TestTextureDrawBasic(gl, GL_RGBA, GL_RGBA, true);
// Assumes BGRA is supported
// Note: On NVIDIA EGL, the format mismatch with RGBA cauases a failure.
// TestTextureDrawBasic(gl, GL_BGRA_EXT, GL_BGRA_EXT, true);
// TestTextureDrawBasic(gl, GL_RGBA, GL_BGRA_EXT, false);
TestTextureDrawLayer(gl);
}
} // namespace
} // namespace gl
} // namespace gfxstream