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/*
* 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. Set max dequeued
// to 2, and max acquired already defaults to 1.
ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
SetUpWindowAndContext();
// 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.
// Set max dequeued to 2, and max acquired already defaults to 1.
ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
SetUpWindowAndContext();
// 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) {
SetUpWindowAndContext();
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 one reference to buffer 1 in its
// mCurrentTextureImage member and another reference in mEglSlots. The third
// reference is in this test.
EXPECT_EQ(3, buffers[1]->getStrongCount());
}
TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceAfterAbandonUnrefsBuffers) {
SetUpWindowAndContext();
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[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, each entry
// of the buffers array will be unique and there should only be one
// reference (the one in this test). If there are two the first and last
// element in the array will be equal meaning that buffer representing both
// 0 and 2 will have two references (one for 0 and one for 2).
if (buffers[2] != buffers[0]) {
EXPECT_EQ(1, buffers[0]->getStrongCount());
EXPECT_EQ(1, buffers[2]->getStrongCount());
} else {
EXPECT_EQ(2, buffers[0]->getStrongCount());
}
}
TEST_F(SurfaceTextureGLToGLTest, EglMakeCurrentBeforeConsumerDeathUnrefsBuffers) {
SetUpWindowAndContext();
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) {
SetUpWindowAndContext();
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.
// Set max dequeued to 2, and max acquired already defaults to 1.
ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
SetUpWindowAndContext();
// 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.
// Set max dequeued to 2, and max acquired already defaults to 1.
ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
SetUpWindowAndContext();
// 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.
// Set max dequeued to 2, and max acquired already defaults to 1.
ASSERT_EQ(OK, mSTC->setMaxDequeuedBufferCount(2));
SetUpWindowAndContext();
// 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