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