1 /*
2  * Copyright 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include "TextureRenderer.h"
18 
19 #include "GLTest.h"
20 
21 #include <gui/GLConsumer.h>
22 
23 #include <GLES2/gl2.h>
24 #include <GLES2/gl2ext.h>
25 
26 #include <gtest/gtest.h>
27 
28 namespace android {
29 
TextureRenderer(GLuint texName,const sp<GLConsumer> & st)30 TextureRenderer::TextureRenderer(GLuint texName,
31         const sp<GLConsumer>& st) : mTexName(texName), mST(st) {
32 }
33 
SetUp()34 void TextureRenderer::SetUp() {
35     const char vsrc[] =
36         "attribute vec4 vPosition;\n"
37         "varying vec2 texCoords;\n"
38         "uniform mat4 texMatrix;\n"
39         "void main() {\n"
40         "  vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
41         "  texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
42         "  gl_Position = vPosition;\n"
43         "}\n";
44 
45     const char fsrc[] =
46         "#extension GL_OES_EGL_image_external : require\n"
47         "precision mediump float;\n"
48         "uniform samplerExternalOES texSampler;\n"
49         "varying vec2 texCoords;\n"
50         "void main() {\n"
51         "  gl_FragColor = texture2D(texSampler, texCoords);\n"
52         "}\n";
53 
54     {
55         SCOPED_TRACE("creating shader program");
56         ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm));
57     }
58 
59     mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
60     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
61     ASSERT_NE(-1, mPositionHandle);
62     mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
63     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
64     ASSERT_NE(-1, mTexSamplerHandle);
65     mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
66     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
67     ASSERT_NE(-1, mTexMatrixHandle);
68 }
69 
70 // drawTexture draws the GLConsumer over the entire GL viewport.
drawTexture()71 void TextureRenderer::drawTexture() {
72     static const GLfloat triangleVertices[] = {
73         -1.0f, 1.0f,
74         -1.0f, -1.0f,
75         1.0f, -1.0f,
76         1.0f, 1.0f,
77     };
78 
79     glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
80             triangleVertices);
81     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
82     glEnableVertexAttribArray(mPositionHandle);
83     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
84 
85     glUseProgram(mPgm);
86     glUniform1i(mTexSamplerHandle, 0);
87     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
88     glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName);
89     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
90 
91     // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
92     // they're setting the defautls for that target, but when hacking
93     // things to use GL_TEXTURE_2D they are needed to achieve the same
94     // behavior.
95     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
96             GL_LINEAR);
97     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
98     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
99             GL_LINEAR);
100     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
101     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
102             GL_CLAMP_TO_EDGE);
103     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
104     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
105             GL_CLAMP_TO_EDGE);
106     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
107 
108     GLfloat texMatrix[16];
109     mST->getTransformMatrix(texMatrix);
110     glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
111 
112     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
113     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
114 }
115 
116 } // namespace android
117