/* * 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 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 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 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 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 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