1/*
2 * Copyright (C) 2011 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#define LOG_TAG "SurfaceTexture_test"
18//#define LOG_NDEBUG 0
19
20#include <gtest/gtest.h>
21#include <gui/SurfaceTexture.h>
22#include <gui/SurfaceTextureClient.h>
23#include <ui/GraphicBuffer.h>
24#include <utils/String8.h>
25#include <utils/threads.h>
26
27#include <surfaceflinger/ISurfaceComposer.h>
28#include <surfaceflinger/Surface.h>
29#include <surfaceflinger/SurfaceComposerClient.h>
30
31#include <EGL/egl.h>
32#include <EGL/eglext.h>
33#include <GLES2/gl2.h>
34#include <GLES2/gl2ext.h>
35
36#include <ui/FramebufferNativeWindow.h>
37
38namespace android {
39
40class GLTest : public ::testing::Test {
41protected:
42
43    GLTest():
44            mEglDisplay(EGL_NO_DISPLAY),
45            mEglSurface(EGL_NO_SURFACE),
46            mEglContext(EGL_NO_CONTEXT) {
47    }
48
49    virtual void SetUp() {
50        mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
51        ASSERT_EQ(EGL_SUCCESS, eglGetError());
52        ASSERT_NE(EGL_NO_DISPLAY, mEglDisplay);
53
54        EGLint majorVersion;
55        EGLint minorVersion;
56        EXPECT_TRUE(eglInitialize(mEglDisplay, &majorVersion, &minorVersion));
57        ASSERT_EQ(EGL_SUCCESS, eglGetError());
58        RecordProperty("EglVersionMajor", majorVersion);
59        RecordProperty("EglVersionMajor", minorVersion);
60
61        EGLint numConfigs = 0;
62        EXPECT_TRUE(eglChooseConfig(mEglDisplay, getConfigAttribs(), &mGlConfig,
63                1, &numConfigs));
64        ASSERT_EQ(EGL_SUCCESS, eglGetError());
65
66        char* displaySecsEnv = getenv("GLTEST_DISPLAY_SECS");
67        if (displaySecsEnv != NULL) {
68            mDisplaySecs = atoi(displaySecsEnv);
69            if (mDisplaySecs < 0) {
70                mDisplaySecs = 0;
71            }
72        } else {
73            mDisplaySecs = 0;
74        }
75
76        if (mDisplaySecs > 0) {
77            mComposerClient = new SurfaceComposerClient;
78            ASSERT_EQ(NO_ERROR, mComposerClient->initCheck());
79
80            mSurfaceControl = mComposerClient->createSurface(
81                    String8("Test Surface"), 0,
82                    getSurfaceWidth(), getSurfaceHeight(),
83                    PIXEL_FORMAT_RGB_888, 0);
84
85            ASSERT_TRUE(mSurfaceControl != NULL);
86            ASSERT_TRUE(mSurfaceControl->isValid());
87
88            SurfaceComposerClient::openGlobalTransaction();
89            ASSERT_EQ(NO_ERROR, mSurfaceControl->setLayer(0x7FFFFFFF));
90            ASSERT_EQ(NO_ERROR, mSurfaceControl->show());
91            SurfaceComposerClient::closeGlobalTransaction();
92
93            sp<ANativeWindow> window = mSurfaceControl->getSurface();
94            mEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig,
95                    window.get(), NULL);
96        } else {
97            EGLint pbufferAttribs[] = {
98                EGL_WIDTH, getSurfaceWidth(),
99                EGL_HEIGHT, getSurfaceHeight(),
100                EGL_NONE };
101
102            mEglSurface = eglCreatePbufferSurface(mEglDisplay, mGlConfig,
103                    pbufferAttribs);
104        }
105        ASSERT_EQ(EGL_SUCCESS, eglGetError());
106        ASSERT_NE(EGL_NO_SURFACE, mEglSurface);
107
108        mEglContext = eglCreateContext(mEglDisplay, mGlConfig, EGL_NO_CONTEXT,
109                getContextAttribs());
110        ASSERT_EQ(EGL_SUCCESS, eglGetError());
111        ASSERT_NE(EGL_NO_CONTEXT, mEglContext);
112
113        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
114                mEglContext));
115        ASSERT_EQ(EGL_SUCCESS, eglGetError());
116
117        EGLint w, h;
118        EXPECT_TRUE(eglQuerySurface(mEglDisplay, mEglSurface, EGL_WIDTH, &w));
119        ASSERT_EQ(EGL_SUCCESS, eglGetError());
120        EXPECT_TRUE(eglQuerySurface(mEglDisplay, mEglSurface, EGL_HEIGHT, &h));
121        ASSERT_EQ(EGL_SUCCESS, eglGetError());
122        RecordProperty("EglSurfaceWidth", w);
123        RecordProperty("EglSurfaceHeight", h);
124
125        glViewport(0, 0, w, h);
126        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
127    }
128
129    virtual void TearDown() {
130        // Display the result
131        if (mDisplaySecs > 0 && mEglSurface != EGL_NO_SURFACE) {
132            eglSwapBuffers(mEglDisplay, mEglSurface);
133            sleep(mDisplaySecs);
134        }
135
136        if (mComposerClient != NULL) {
137            mComposerClient->dispose();
138        }
139        if (mEglContext != EGL_NO_CONTEXT) {
140            eglDestroyContext(mEglDisplay, mEglContext);
141        }
142        if (mEglSurface != EGL_NO_SURFACE) {
143            eglDestroySurface(mEglDisplay, mEglSurface);
144        }
145        if (mEglDisplay != EGL_NO_DISPLAY) {
146            eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
147                    EGL_NO_CONTEXT);
148            eglTerminate(mEglDisplay);
149        }
150        ASSERT_EQ(EGL_SUCCESS, eglGetError());
151    }
152
153    virtual EGLint const* getConfigAttribs() {
154        static EGLint sDefaultConfigAttribs[] = {
155            EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
156            EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
157            EGL_RED_SIZE, 8,
158            EGL_GREEN_SIZE, 8,
159            EGL_BLUE_SIZE, 8,
160            EGL_ALPHA_SIZE, 8,
161            EGL_DEPTH_SIZE, 16,
162            EGL_STENCIL_SIZE, 8,
163            EGL_NONE };
164
165        return sDefaultConfigAttribs;
166    }
167
168    virtual EGLint const* getContextAttribs() {
169        static EGLint sDefaultContextAttribs[] = {
170            EGL_CONTEXT_CLIENT_VERSION, 2,
171            EGL_NONE };
172
173        return sDefaultContextAttribs;
174    }
175
176    virtual EGLint getSurfaceWidth() {
177        return 512;
178    }
179
180    virtual EGLint getSurfaceHeight() {
181        return 512;
182    }
183
184    void loadShader(GLenum shaderType, const char* pSource, GLuint* outShader) {
185        GLuint shader = glCreateShader(shaderType);
186        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
187        if (shader) {
188            glShaderSource(shader, 1, &pSource, NULL);
189            ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
190            glCompileShader(shader);
191            ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
192            GLint compiled = 0;
193            glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
194            ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
195            if (!compiled) {
196                GLint infoLen = 0;
197                glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
198                ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
199                if (infoLen) {
200                    char* buf = (char*) malloc(infoLen);
201                    if (buf) {
202                        glGetShaderInfoLog(shader, infoLen, NULL, buf);
203                        printf("Shader compile log:\n%s\n", buf);
204                        free(buf);
205                        FAIL();
206                    }
207                } else {
208                    char* buf = (char*) malloc(0x1000);
209                    if (buf) {
210                        glGetShaderInfoLog(shader, 0x1000, NULL, buf);
211                        printf("Shader compile log:\n%s\n", buf);
212                        free(buf);
213                        FAIL();
214                    }
215                }
216                glDeleteShader(shader);
217                shader = 0;
218            }
219        }
220        ASSERT_TRUE(shader != 0);
221        *outShader = shader;
222    }
223
224    void createProgram(const char* pVertexSource, const char* pFragmentSource,
225            GLuint* outPgm) {
226        GLuint vertexShader, fragmentShader;
227        {
228            SCOPED_TRACE("compiling vertex shader");
229            loadShader(GL_VERTEX_SHADER, pVertexSource, &vertexShader);
230            if (HasFatalFailure()) {
231                return;
232            }
233        }
234        {
235            SCOPED_TRACE("compiling fragment shader");
236            loadShader(GL_FRAGMENT_SHADER, pFragmentSource, &fragmentShader);
237            if (HasFatalFailure()) {
238                return;
239            }
240        }
241
242        GLuint program = glCreateProgram();
243        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
244        if (program) {
245            glAttachShader(program, vertexShader);
246            ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
247            glAttachShader(program, fragmentShader);
248            ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
249            glLinkProgram(program);
250            GLint linkStatus = GL_FALSE;
251            glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
252            if (linkStatus != GL_TRUE) {
253                GLint bufLength = 0;
254                glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
255                if (bufLength) {
256                    char* buf = (char*) malloc(bufLength);
257                    if (buf) {
258                        glGetProgramInfoLog(program, bufLength, NULL, buf);
259                        printf("Program link log:\n%s\n", buf);
260                        free(buf);
261                        FAIL();
262                    }
263                }
264                glDeleteProgram(program);
265                program = 0;
266            }
267        }
268        glDeleteShader(vertexShader);
269        glDeleteShader(fragmentShader);
270        ASSERT_TRUE(program != 0);
271        *outPgm = program;
272    }
273
274    static int abs(int value) {
275        return value > 0 ? value : -value;
276    }
277
278    ::testing::AssertionResult checkPixel(int x, int y, int r,
279            int g, int b, int a, int tolerance=2) {
280        GLubyte pixel[4];
281        String8 msg;
282        glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
283        GLenum err = glGetError();
284        if (err != GL_NO_ERROR) {
285            msg += String8::format("error reading pixel: %#x", err);
286            while ((err = glGetError()) != GL_NO_ERROR) {
287                msg += String8::format(", %#x", err);
288            }
289            fprintf(stderr, "pixel check failure: %s\n", msg.string());
290            return ::testing::AssertionFailure(
291                    ::testing::Message(msg.string()));
292        }
293        if (r >= 0 && abs(r - int(pixel[0])) > tolerance) {
294            msg += String8::format("r(%d isn't %d)", pixel[0], r);
295        }
296        if (g >= 0 && abs(g - int(pixel[1])) > tolerance) {
297            if (!msg.isEmpty()) {
298                msg += " ";
299            }
300            msg += String8::format("g(%d isn't %d)", pixel[1], g);
301        }
302        if (b >= 0 && abs(b - int(pixel[2])) > tolerance) {
303            if (!msg.isEmpty()) {
304                msg += " ";
305            }
306            msg += String8::format("b(%d isn't %d)", pixel[2], b);
307        }
308        if (a >= 0 && abs(a - int(pixel[3])) > tolerance) {
309            if (!msg.isEmpty()) {
310                msg += " ";
311            }
312            msg += String8::format("a(%d isn't %d)", pixel[3], a);
313        }
314        if (!msg.isEmpty()) {
315            fprintf(stderr, "pixel check failure: %s\n", msg.string());
316            return ::testing::AssertionFailure(
317                    ::testing::Message(msg.string()));
318        } else {
319            return ::testing::AssertionSuccess();
320        }
321    }
322
323    int mDisplaySecs;
324    sp<SurfaceComposerClient> mComposerClient;
325    sp<SurfaceControl> mSurfaceControl;
326
327    EGLDisplay mEglDisplay;
328    EGLSurface mEglSurface;
329    EGLContext mEglContext;
330    EGLConfig  mGlConfig;
331};
332
333// XXX: Code above this point should live elsewhere
334
335class SurfaceTextureGLTest : public GLTest {
336protected:
337    enum { TEX_ID = 123 };
338
339    virtual void SetUp() {
340        GLTest::SetUp();
341        mST = new SurfaceTexture(TEX_ID);
342        mSTC = new SurfaceTextureClient(mST);
343        mANW = mSTC;
344
345        const char vsrc[] =
346            "attribute vec4 vPosition;\n"
347            "varying vec2 texCoords;\n"
348            "uniform mat4 texMatrix;\n"
349            "void main() {\n"
350            "  vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
351            "  texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
352            "  gl_Position = vPosition;\n"
353            "}\n";
354
355        const char fsrc[] =
356            "#extension GL_OES_EGL_image_external : require\n"
357            "precision mediump float;\n"
358            "uniform samplerExternalOES texSampler;\n"
359            "varying vec2 texCoords;\n"
360            "void main() {\n"
361            "  gl_FragColor = texture2D(texSampler, texCoords);\n"
362            "}\n";
363
364        {
365            SCOPED_TRACE("creating shader program");
366            createProgram(vsrc, fsrc, &mPgm);
367            if (HasFatalFailure()) {
368                return;
369            }
370        }
371
372        mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
373        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
374        ASSERT_NE(-1, mPositionHandle);
375        mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
376        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
377        ASSERT_NE(-1, mTexSamplerHandle);
378        mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
379        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
380        ASSERT_NE(-1, mTexMatrixHandle);
381    }
382
383    virtual void TearDown() {
384        mANW.clear();
385        mSTC.clear();
386        mST.clear();
387        GLTest::TearDown();
388    }
389
390    // drawTexture draws the SurfaceTexture over the entire GL viewport.
391    void drawTexture() {
392        const GLfloat triangleVertices[] = {
393            -1.0f, 1.0f,
394            -1.0f, -1.0f,
395            1.0f, -1.0f,
396            1.0f, 1.0f,
397        };
398
399        glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
400                triangleVertices);
401        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
402        glEnableVertexAttribArray(mPositionHandle);
403        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
404
405        glUseProgram(mPgm);
406        glUniform1i(mTexSamplerHandle, 0);
407        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
408        glBindTexture(GL_TEXTURE_EXTERNAL_OES, TEX_ID);
409        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
410
411        // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
412        // they're setting the defautls for that target, but when hacking things
413        // to use GL_TEXTURE_2D they are needed to achieve the same behavior.
414        glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
415                GL_LINEAR);
416        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
417        glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
418                GL_LINEAR);
419        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
420        glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
421                GL_CLAMP_TO_EDGE);
422        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
423        glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
424                GL_CLAMP_TO_EDGE);
425        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
426
427        GLfloat texMatrix[16];
428        mST->getTransformMatrix(texMatrix);
429        glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
430
431        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
432        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
433    }
434
435    class FrameWaiter : public SurfaceTexture::FrameAvailableListener {
436    public:
437        FrameWaiter():
438                mPendingFrames(0) {
439        }
440
441        void waitForFrame() {
442            Mutex::Autolock lock(mMutex);
443            while (mPendingFrames == 0) {
444                mCondition.wait(mMutex);
445            }
446            mPendingFrames--;
447        }
448
449        virtual void onFrameAvailable() {
450            Mutex::Autolock lock(mMutex);
451            mPendingFrames++;
452            mCondition.signal();
453        }
454
455        int mPendingFrames;
456        Mutex mMutex;
457        Condition mCondition;
458    };
459
460    sp<SurfaceTexture> mST;
461    sp<SurfaceTextureClient> mSTC;
462    sp<ANativeWindow> mANW;
463
464    GLuint mPgm;
465    GLint mPositionHandle;
466    GLint mTexSamplerHandle;
467    GLint mTexMatrixHandle;
468};
469
470// Fill a YV12 buffer with a multi-colored checkerboard pattern
471void fillYV12Buffer(uint8_t* buf, int w, int h, int stride) {
472    const int blockWidth = w > 16 ? w / 16 : 1;
473    const int blockHeight = h > 16 ? h / 16 : 1;
474    const int yuvTexOffsetY = 0;
475    int yuvTexStrideY = stride;
476    int yuvTexOffsetV = yuvTexStrideY * h;
477    int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
478    int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
479    int yuvTexStrideU = yuvTexStrideV;
480    for (int x = 0; x < w; x++) {
481        for (int y = 0; y < h; y++) {
482            int parityX = (x / blockWidth) & 1;
483            int parityY = (y / blockHeight) & 1;
484            unsigned char intensity = (parityX ^ parityY) ? 63 : 191;
485            buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = intensity;
486            if (x < w / 2 && y < h / 2) {
487                buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = intensity;
488                if (x * 2 < w / 2 && y * 2 < h / 2) {
489                    buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 0] =
490                    buf[yuvTexOffsetV + (y*2 * yuvTexStrideV) + x*2 + 1] =
491                    buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 0] =
492                    buf[yuvTexOffsetV + ((y*2+1) * yuvTexStrideV) + x*2 + 1] =
493                        intensity;
494                }
495            }
496        }
497    }
498}
499
500// Fill a YV12 buffer with red outside a given rectangle and green inside it.
501void fillYV12BufferRect(uint8_t* buf, int w, int h, int stride,
502        const android_native_rect_t& rect) {
503    const int yuvTexOffsetY = 0;
504    int yuvTexStrideY = stride;
505    int yuvTexOffsetV = yuvTexStrideY * h;
506    int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
507    int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * h/2;
508    int yuvTexStrideU = yuvTexStrideV;
509    for (int x = 0; x < w; x++) {
510        for (int y = 0; y < h; y++) {
511            bool inside = rect.left <= x && x < rect.right &&
512                    rect.top <= y && y < rect.bottom;
513            buf[yuvTexOffsetY + (y * yuvTexStrideY) + x] = inside ? 240 : 64;
514            if (x < w / 2 && y < h / 2) {
515                bool inside = rect.left <= 2*x && 2*x < rect.right &&
516                        rect.top <= 2*y && 2*y < rect.bottom;
517                buf[yuvTexOffsetU + (y * yuvTexStrideU) + x] = 16;
518                buf[yuvTexOffsetV + (y * yuvTexStrideV) + x] =
519                        inside ? 16 : 255;
520            }
521        }
522    }
523}
524
525void fillRGBA8Buffer(uint8_t* buf, int w, int h, int stride) {
526    const size_t PIXEL_SIZE = 4;
527    for (int x = 0; x < w; x++) {
528        for (int y = 0; y < h; y++) {
529            off_t offset = (y * stride + x) * PIXEL_SIZE;
530            for (int c = 0; c < 4; c++) {
531                int parityX = (x / (1 << (c+2))) & 1;
532                int parityY = (y / (1 << (c+2))) & 1;
533                buf[offset + c] = (parityX ^ parityY) ? 231 : 35;
534            }
535        }
536    }
537}
538
539void fillRGBA8BufferSolid(uint8_t* buf, int w, int h, int stride, uint8_t r,
540        uint8_t g, uint8_t b, uint8_t a) {
541    const size_t PIXEL_SIZE = 4;
542    for (int y = 0; y < h; y++) {
543        for (int x = 0; x < h; x++) {
544            off_t offset = (y * stride + x) * PIXEL_SIZE;
545            buf[offset + 0] = r;
546            buf[offset + 1] = g;
547            buf[offset + 2] = b;
548            buf[offset + 3] = a;
549        }
550    }
551}
552
553TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferNpot) {
554    const int texWidth = 64;
555    const int texHeight = 66;
556
557    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
558            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
559    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
560            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
561
562    ANativeWindowBuffer* anb;
563    ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
564    ASSERT_TRUE(anb != NULL);
565
566    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
567    ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
568
569    // Fill the buffer with the a checkerboard pattern
570    uint8_t* img = NULL;
571    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
572    fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
573    buf->unlock();
574    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
575
576    mST->updateTexImage();
577
578    glClearColor(0.2, 0.2, 0.2, 0.2);
579    glClear(GL_COLOR_BUFFER_BIT);
580
581    glViewport(0, 0, texWidth, texHeight);
582    drawTexture();
583
584    EXPECT_TRUE(checkPixel( 0,  0, 255, 127, 255, 255));
585    EXPECT_TRUE(checkPixel(63,  0,   0, 133,   0, 255));
586    EXPECT_TRUE(checkPixel(63, 65,   0, 133,   0, 255));
587    EXPECT_TRUE(checkPixel( 0, 65, 255, 127, 255, 255));
588
589    EXPECT_TRUE(checkPixel(22, 44, 255, 127, 255, 255));
590    EXPECT_TRUE(checkPixel(45, 52, 255, 127, 255, 255));
591    EXPECT_TRUE(checkPixel(52, 51,  98, 255,  73, 255));
592    EXPECT_TRUE(checkPixel( 7, 31, 155,   0, 118, 255));
593    EXPECT_TRUE(checkPixel(31,  9, 107,  24,  87, 255));
594    EXPECT_TRUE(checkPixel(29, 35, 255, 127, 255, 255));
595    EXPECT_TRUE(checkPixel(36, 22, 155,  29,   0, 255));
596}
597
598TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferPow2) {
599    const int texWidth = 64;
600    const int texHeight = 64;
601
602    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
603            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
604    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
605            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
606
607    ANativeWindowBuffer* anb;
608    ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
609    ASSERT_TRUE(anb != NULL);
610
611    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
612    ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
613
614    // Fill the buffer with the a checkerboard pattern
615    uint8_t* img = NULL;
616    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
617    fillYV12Buffer(img, texWidth, texHeight, buf->getStride());
618    buf->unlock();
619    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
620
621    mST->updateTexImage();
622
623    glClearColor(0.2, 0.2, 0.2, 0.2);
624    glClear(GL_COLOR_BUFFER_BIT);
625
626    glViewport(0, 0, texWidth, texHeight);
627    drawTexture();
628
629    EXPECT_TRUE(checkPixel( 0,  0,   0, 133,   0, 255));
630    EXPECT_TRUE(checkPixel(63,  0, 255, 127, 255, 255));
631    EXPECT_TRUE(checkPixel(63, 63,   0, 133,   0, 255));
632    EXPECT_TRUE(checkPixel( 0, 63, 255, 127, 255, 255));
633
634    EXPECT_TRUE(checkPixel(22, 19, 100, 255,  74, 255));
635    EXPECT_TRUE(checkPixel(45, 11, 100, 255,  74, 255));
636    EXPECT_TRUE(checkPixel(52, 12, 155,   0, 181, 255));
637    EXPECT_TRUE(checkPixel( 7, 32, 150, 237, 170, 255));
638    EXPECT_TRUE(checkPixel(31, 54,   0,  71, 117, 255));
639    EXPECT_TRUE(checkPixel(29, 28,   0, 133,   0, 255));
640    EXPECT_TRUE(checkPixel(36, 41, 100, 232, 255, 255));
641}
642
643TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferWithCrop) {
644    const int texWidth = 64;
645    const int texHeight = 66;
646
647    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
648            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
649    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
650            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
651
652    android_native_rect_t crops[] = {
653        {4, 6, 22, 36},
654        {0, 6, 22, 36},
655        {4, 0, 22, 36},
656        {4, 6, texWidth, 36},
657        {4, 6, 22, texHeight},
658    };
659
660    for (int i = 0; i < 5; i++) {
661        const android_native_rect_t& crop(crops[i]);
662        SCOPED_TRACE(String8::format("rect{ l: %d t: %d r: %d b: %d }",
663                crop.left, crop.top, crop.right, crop.bottom).string());
664
665        ASSERT_EQ(NO_ERROR, native_window_set_crop(mANW.get(), &crop));
666
667        ANativeWindowBuffer* anb;
668        ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
669        ASSERT_TRUE(anb != NULL);
670
671        sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
672        ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(),
673                buf->getNativeBuffer()));
674
675        uint8_t* img = NULL;
676        buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
677        fillYV12BufferRect(img, texWidth, texHeight, buf->getStride(), crop);
678        buf->unlock();
679        ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
680                buf->getNativeBuffer()));
681
682        mST->updateTexImage();
683
684        glClearColor(0.2, 0.2, 0.2, 0.2);
685        glClear(GL_COLOR_BUFFER_BIT);
686
687        glViewport(0, 0, 64, 64);
688        drawTexture();
689
690        EXPECT_TRUE(checkPixel( 0,  0,  82, 255,  35, 255));
691        EXPECT_TRUE(checkPixel(63,  0,  82, 255,  35, 255));
692        EXPECT_TRUE(checkPixel(63, 63,  82, 255,  35, 255));
693        EXPECT_TRUE(checkPixel( 0, 63,  82, 255,  35, 255));
694
695        EXPECT_TRUE(checkPixel(25, 14,  82, 255,  35, 255));
696        EXPECT_TRUE(checkPixel(35, 31,  82, 255,  35, 255));
697        EXPECT_TRUE(checkPixel(57,  6,  82, 255,  35, 255));
698        EXPECT_TRUE(checkPixel( 5, 42,  82, 255,  35, 255));
699        EXPECT_TRUE(checkPixel(32, 33,  82, 255,  35, 255));
700        EXPECT_TRUE(checkPixel(16, 26,  82, 255,  35, 255));
701        EXPECT_TRUE(checkPixel(46, 51,  82, 255,  35, 255));
702    }
703}
704
705// This test is intended to catch synchronization bugs between the CPU-written
706// and GPU-read buffers.
707TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BuffersRepeatedly) {
708    enum { texWidth = 16 };
709    enum { texHeight = 16 };
710    enum { numFrames = 1024 };
711
712    ASSERT_EQ(NO_ERROR, mST->setSynchronousMode(true));
713    ASSERT_EQ(NO_ERROR, mST->setBufferCountServer(2));
714    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
715            texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
716    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
717            GRALLOC_USAGE_SW_WRITE_OFTEN));
718
719    struct TestPixel {
720        int x;
721        int y;
722    };
723    const TestPixel testPixels[] = {
724        {  4, 11 },
725        { 12, 14 },
726        {  7,  2 },
727    };
728    enum {numTestPixels = sizeof(testPixels) / sizeof(testPixels[0])};
729
730    class ProducerThread : public Thread {
731    public:
732        ProducerThread(const sp<ANativeWindow>& anw,
733                const TestPixel* testPixels):
734                mANW(anw),
735                mTestPixels(testPixels) {
736        }
737
738        virtual ~ProducerThread() {
739        }
740
741        virtual bool threadLoop() {
742            for (int i = 0; i < numFrames; i++) {
743                ANativeWindowBuffer* anb;
744                if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
745                    return false;
746                }
747                if (anb == NULL) {
748                    return false;
749                }
750
751                sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
752                if (mANW->lockBuffer(mANW.get(), buf->getNativeBuffer())
753                        != NO_ERROR) {
754                    return false;
755                }
756
757                const int yuvTexOffsetY = 0;
758                int stride = buf->getStride();
759                int yuvTexStrideY = stride;
760                int yuvTexOffsetV = yuvTexStrideY * texHeight;
761                int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
762                int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * texHeight/2;
763                int yuvTexStrideU = yuvTexStrideV;
764
765                uint8_t* img = NULL;
766                buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
767
768                // Gray out all the test pixels first, so we're more likely to
769                // see a failure if GL is still texturing from the buffer we
770                // just dequeued.
771                for (int j = 0; j < numTestPixels; j++) {
772                    int x = mTestPixels[j].x;
773                    int y = mTestPixels[j].y;
774                    uint8_t value = 128;
775                    img[y*stride + x] = value;
776                }
777
778                // Fill the buffer with gray.
779                for (int y = 0; y < texHeight; y++) {
780                    for (int x = 0; x < texWidth; x++) {
781                        img[yuvTexOffsetY + y*yuvTexStrideY + x] = 128;
782                        img[yuvTexOffsetU + (y/2)*yuvTexStrideU + x/2] = 128;
783                        img[yuvTexOffsetV + (y/2)*yuvTexStrideV + x/2] = 128;
784                    }
785                }
786
787                // Set the test pixels to either white or black.
788                for (int j = 0; j < numTestPixels; j++) {
789                    int x = mTestPixels[j].x;
790                    int y = mTestPixels[j].y;
791                    uint8_t value = 0;
792                    if (j == (i % numTestPixels)) {
793                        value = 255;
794                    }
795                    img[y*stride + x] = value;
796                }
797
798                buf->unlock();
799                if (mANW->queueBuffer(mANW.get(), buf->getNativeBuffer())
800                        != NO_ERROR) {
801                    return false;
802                }
803            }
804            return false;
805        }
806
807        sp<ANativeWindow> mANW;
808        const TestPixel* mTestPixels;
809    };
810
811    sp<FrameWaiter> fw(new FrameWaiter);
812    mST->setFrameAvailableListener(fw);
813
814    sp<Thread> pt(new ProducerThread(mANW, testPixels));
815    pt->run();
816
817    glViewport(0, 0, texWidth, texHeight);
818
819    glClearColor(0.2, 0.2, 0.2, 0.2);
820    glClear(GL_COLOR_BUFFER_BIT);
821
822    // We wait for the first two frames up front so that the producer will be
823    // likely to dequeue the buffer that's currently being textured from.
824    fw->waitForFrame();
825    fw->waitForFrame();
826
827    for (int i = 0; i < numFrames; i++) {
828        SCOPED_TRACE(String8::format("frame %d", i).string());
829
830        // We must wait for each frame to come in because if we ever do an
831        // updateTexImage call that doesn't consume a newly available buffer
832        // then the producer and consumer will get out of sync, which will cause
833        // a deadlock.
834        if (i > 1) {
835            fw->waitForFrame();
836        }
837        mST->updateTexImage();
838        drawTexture();
839
840        for (int j = 0; j < numTestPixels; j++) {
841            int x = testPixels[j].x;
842            int y = testPixels[j].y;
843            uint8_t value = 0;
844            if (j == (i % numTestPixels)) {
845                // We must y-invert the texture coords
846                EXPECT_TRUE(checkPixel(x, texHeight-y-1, 255, 255, 255, 255));
847            } else {
848                // We must y-invert the texture coords
849                EXPECT_TRUE(checkPixel(x, texHeight-y-1, 0, 0, 0, 255));
850            }
851        }
852    }
853
854    pt->requestExitAndWait();
855}
856
857TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferNpot) {
858    const int texWidth = 64;
859    const int texHeight = 66;
860
861    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
862            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
863    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
864            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
865
866    android_native_buffer_t* anb;
867    ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
868    ASSERT_TRUE(anb != NULL);
869
870    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
871    ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
872
873    // Fill the buffer with the a checkerboard pattern
874    uint8_t* img = NULL;
875    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
876    fillRGBA8Buffer(img, texWidth, texHeight, buf->getStride());
877    buf->unlock();
878    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
879
880    mST->updateTexImage();
881
882    glClearColor(0.2, 0.2, 0.2, 0.2);
883    glClear(GL_COLOR_BUFFER_BIT);
884
885    glViewport(0, 0, texWidth, texHeight);
886    drawTexture();
887
888    EXPECT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
889    EXPECT_TRUE(checkPixel(63,  0, 231, 231, 231, 231));
890    EXPECT_TRUE(checkPixel(63, 65, 231, 231, 231, 231));
891    EXPECT_TRUE(checkPixel( 0, 65,  35,  35,  35,  35));
892
893    EXPECT_TRUE(checkPixel(15, 10,  35, 231, 231, 231));
894    EXPECT_TRUE(checkPixel(23, 65, 231,  35, 231,  35));
895    EXPECT_TRUE(checkPixel(19, 40,  35, 231,  35,  35));
896    EXPECT_TRUE(checkPixel(38, 30, 231,  35,  35,  35));
897    EXPECT_TRUE(checkPixel(42, 54,  35,  35,  35, 231));
898    EXPECT_TRUE(checkPixel(37, 34,  35, 231, 231, 231));
899    EXPECT_TRUE(checkPixel(31,  8, 231,  35,  35, 231));
900    EXPECT_TRUE(checkPixel(37, 47, 231,  35, 231, 231));
901    EXPECT_TRUE(checkPixel(25, 38,  35,  35,  35,  35));
902    EXPECT_TRUE(checkPixel(49,  6,  35, 231,  35,  35));
903    EXPECT_TRUE(checkPixel(54, 50,  35, 231, 231, 231));
904    EXPECT_TRUE(checkPixel(27, 26, 231, 231, 231, 231));
905    EXPECT_TRUE(checkPixel(10,  6,  35,  35, 231, 231));
906    EXPECT_TRUE(checkPixel(29,  4,  35,  35,  35, 231));
907    EXPECT_TRUE(checkPixel(55, 28,  35,  35, 231,  35));
908    EXPECT_TRUE(checkPixel(58, 55,  35,  35, 231, 231));
909}
910
911TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledRGBABufferPow2) {
912    const int texWidth = 64;
913    const int texHeight = 64;
914
915    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
916            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
917    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
918            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
919
920    android_native_buffer_t* anb;
921    ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
922    ASSERT_TRUE(anb != NULL);
923
924    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
925    ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
926
927    // Fill the buffer with the a checkerboard pattern
928    uint8_t* img = NULL;
929    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
930    fillRGBA8Buffer(img, texWidth, texHeight, buf->getStride());
931    buf->unlock();
932    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
933
934    mST->updateTexImage();
935
936    glClearColor(0.2, 0.2, 0.2, 0.2);
937    glClear(GL_COLOR_BUFFER_BIT);
938
939    glViewport(0, 0, texWidth, texHeight);
940    drawTexture();
941
942    EXPECT_TRUE(checkPixel( 0,  0, 231, 231, 231, 231));
943    EXPECT_TRUE(checkPixel(63,  0,  35,  35,  35,  35));
944    EXPECT_TRUE(checkPixel(63, 63, 231, 231, 231, 231));
945    EXPECT_TRUE(checkPixel( 0, 63,  35,  35,  35,  35));
946
947    EXPECT_TRUE(checkPixel(12, 46, 231, 231, 231,  35));
948    EXPECT_TRUE(checkPixel(16,  1, 231, 231,  35, 231));
949    EXPECT_TRUE(checkPixel(21, 12, 231,  35,  35, 231));
950    EXPECT_TRUE(checkPixel(26, 51, 231,  35, 231,  35));
951    EXPECT_TRUE(checkPixel( 5, 32,  35, 231, 231,  35));
952    EXPECT_TRUE(checkPixel(13,  8,  35, 231, 231, 231));
953    EXPECT_TRUE(checkPixel(46,  3,  35,  35, 231,  35));
954    EXPECT_TRUE(checkPixel(30, 33,  35,  35,  35,  35));
955    EXPECT_TRUE(checkPixel( 6, 52, 231, 231,  35,  35));
956    EXPECT_TRUE(checkPixel(55, 33,  35, 231,  35, 231));
957    EXPECT_TRUE(checkPixel(16, 29,  35,  35, 231, 231));
958    EXPECT_TRUE(checkPixel( 1, 30,  35,  35,  35, 231));
959    EXPECT_TRUE(checkPixel(41, 37,  35,  35, 231, 231));
960    EXPECT_TRUE(checkPixel(46, 29, 231, 231,  35,  35));
961    EXPECT_TRUE(checkPixel(15, 25,  35, 231,  35, 231));
962    EXPECT_TRUE(checkPixel( 3, 52,  35, 231,  35,  35));
963}
964
965TEST_F(SurfaceTextureGLTest, AbandonUnblocksDequeueBuffer) {
966    class ProducerThread : public Thread {
967    public:
968        ProducerThread(const sp<ANativeWindow>& anw):
969                mANW(anw),
970                mDequeueError(NO_ERROR) {
971        }
972
973        virtual ~ProducerThread() {
974        }
975
976        virtual bool threadLoop() {
977            Mutex::Autolock lock(mMutex);
978            ANativeWindowBuffer* anb;
979
980            // Frame 1
981            if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
982                return false;
983            }
984            if (anb == NULL) {
985                return false;
986            }
987            if (mANW->queueBuffer(mANW.get(), anb)
988                    != NO_ERROR) {
989                return false;
990            }
991
992            // Frame 2
993            if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
994                return false;
995            }
996            if (anb == NULL) {
997                return false;
998            }
999            if (mANW->queueBuffer(mANW.get(), anb)
1000                    != NO_ERROR) {
1001                return false;
1002            }
1003
1004            // Frame 3 - error expected
1005            mDequeueError = mANW->dequeueBuffer(mANW.get(), &anb);
1006            return false;
1007        }
1008
1009        status_t getDequeueError() {
1010            Mutex::Autolock lock(mMutex);
1011            return mDequeueError;
1012        }
1013
1014    private:
1015        sp<ANativeWindow> mANW;
1016        status_t mDequeueError;
1017        Mutex mMutex;
1018    };
1019
1020    sp<FrameWaiter> fw(new FrameWaiter);
1021    mST->setFrameAvailableListener(fw);
1022    ASSERT_EQ(OK, mST->setSynchronousMode(true));
1023    ASSERT_EQ(OK, mST->setBufferCountServer(2));
1024
1025    sp<Thread> pt(new ProducerThread(mANW));
1026    pt->run();
1027
1028    fw->waitForFrame();
1029    fw->waitForFrame();
1030
1031    // Sleep for 100ms to allow the producer thread's dequeueBuffer call to
1032    // block waiting for a buffer to become available.
1033    usleep(100000);
1034
1035    mST->abandon();
1036
1037    pt->requestExitAndWait();
1038    ASSERT_EQ(NO_INIT,
1039            reinterpret_cast<ProducerThread*>(pt.get())->getDequeueError());
1040}
1041
1042TEST_F(SurfaceTextureGLTest, InvalidWidthOrHeightFails) {
1043    int texHeight = 16;
1044    ANativeWindowBuffer* anb;
1045
1046    GLint maxTextureSize;
1047    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
1048
1049    // make sure it works with small textures
1050    mST->setDefaultBufferSize(16, texHeight);
1051    EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
1052    EXPECT_EQ(16, anb->width);
1053    EXPECT_EQ(texHeight, anb->height);
1054    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
1055    EXPECT_EQ(NO_ERROR, mST->updateTexImage());
1056
1057    // make sure it works with GL_MAX_TEXTURE_SIZE
1058    mST->setDefaultBufferSize(maxTextureSize, texHeight);
1059    EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
1060    EXPECT_EQ(maxTextureSize, anb->width);
1061    EXPECT_EQ(texHeight, anb->height);
1062    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
1063    EXPECT_EQ(NO_ERROR, mST->updateTexImage());
1064
1065    // make sure it fails with GL_MAX_TEXTURE_SIZE+1
1066    mST->setDefaultBufferSize(maxTextureSize+1, texHeight);
1067    EXPECT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
1068    EXPECT_EQ(maxTextureSize+1, anb->width);
1069    EXPECT_EQ(texHeight, anb->height);
1070    EXPECT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), anb));
1071    ASSERT_NE(NO_ERROR, mST->updateTexImage());
1072}
1073
1074/*
1075 * This test fixture is for testing GL -> GL texture streaming.  It creates an
1076 * EGLSurface and an EGLContext for the image producer to use.
1077 */
1078class SurfaceTextureGLToGLTest : public SurfaceTextureGLTest {
1079protected:
1080    SurfaceTextureGLToGLTest():
1081            mProducerEglSurface(EGL_NO_SURFACE),
1082            mProducerEglContext(EGL_NO_CONTEXT) {
1083    }
1084
1085    virtual void SetUp() {
1086        SurfaceTextureGLTest::SetUp();
1087
1088        EGLConfig myConfig = {0};
1089        EGLint numConfigs = 0;
1090        EXPECT_TRUE(eglChooseConfig(mEglDisplay, getConfigAttribs(), &myConfig,
1091                1, &numConfigs));
1092        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1093
1094        mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, myConfig,
1095                mANW.get(), NULL);
1096        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1097        ASSERT_NE(EGL_NO_SURFACE, mProducerEglSurface);
1098
1099        mProducerEglContext = eglCreateContext(mEglDisplay, myConfig,
1100                EGL_NO_CONTEXT, getContextAttribs());
1101        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1102        ASSERT_NE(EGL_NO_CONTEXT, mProducerEglContext);
1103    }
1104
1105    virtual void TearDown() {
1106        if (mProducerEglContext != EGL_NO_CONTEXT) {
1107            eglDestroyContext(mEglDisplay, mProducerEglContext);
1108        }
1109        if (mProducerEglSurface != EGL_NO_SURFACE) {
1110            eglDestroySurface(mEglDisplay, mProducerEglSurface);
1111        }
1112        SurfaceTextureGLTest::TearDown();
1113    }
1114
1115    EGLSurface mProducerEglSurface;
1116    EGLContext mProducerEglContext;
1117};
1118
1119TEST_F(SurfaceTextureGLToGLTest, TexturingFromGLFilledRGBABufferPow2) {
1120    const int texWidth = 64;
1121    const int texHeight = 64;
1122
1123    mST->setDefaultBufferSize(texWidth, texHeight);
1124
1125    // Do the producer side of things
1126    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
1127            mProducerEglSurface, mProducerEglContext));
1128    ASSERT_EQ(EGL_SUCCESS, eglGetError());
1129
1130    // This is needed to ensure we pick up a buffer of the correct size.
1131    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
1132
1133    glClearColor(0.6, 0.6, 0.6, 0.6);
1134    glClear(GL_COLOR_BUFFER_BIT);
1135
1136    glEnable(GL_SCISSOR_TEST);
1137    glScissor(4, 4, 4, 4);
1138    glClearColor(1.0, 0.0, 0.0, 1.0);
1139    glClear(GL_COLOR_BUFFER_BIT);
1140
1141    glScissor(24, 48, 4, 4);
1142    glClearColor(0.0, 1.0, 0.0, 1.0);
1143    glClear(GL_COLOR_BUFFER_BIT);
1144
1145    glScissor(37, 17, 4, 4);
1146    glClearColor(0.0, 0.0, 1.0, 1.0);
1147    glClear(GL_COLOR_BUFFER_BIT);
1148
1149    eglSwapBuffers(mEglDisplay, mProducerEglSurface);
1150
1151    // Do the consumer side of things
1152    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
1153            mEglContext));
1154    ASSERT_EQ(EGL_SUCCESS, eglGetError());
1155
1156    glDisable(GL_SCISSOR_TEST);
1157
1158    mST->updateTexImage(); // Skip the first frame, which was empty
1159    mST->updateTexImage();
1160
1161    glClearColor(0.2, 0.2, 0.2, 0.2);
1162    glClear(GL_COLOR_BUFFER_BIT);
1163
1164    glViewport(0, 0, texWidth, texHeight);
1165    drawTexture();
1166
1167    EXPECT_TRUE(checkPixel( 0,  0, 153, 153, 153, 153));
1168    EXPECT_TRUE(checkPixel(63,  0, 153, 153, 153, 153));
1169    EXPECT_TRUE(checkPixel(63, 63, 153, 153, 153, 153));
1170    EXPECT_TRUE(checkPixel( 0, 63, 153, 153, 153, 153));
1171
1172    EXPECT_TRUE(checkPixel( 4,  7, 255,   0,   0, 255));
1173    EXPECT_TRUE(checkPixel(25, 51,   0, 255,   0, 255));
1174    EXPECT_TRUE(checkPixel(40, 19,   0,   0, 255, 255));
1175    EXPECT_TRUE(checkPixel(29, 51, 153, 153, 153, 153));
1176    EXPECT_TRUE(checkPixel( 5, 32, 153, 153, 153, 153));
1177    EXPECT_TRUE(checkPixel(13,  8, 153, 153, 153, 153));
1178    EXPECT_TRUE(checkPixel(46,  3, 153, 153, 153, 153));
1179    EXPECT_TRUE(checkPixel(30, 33, 153, 153, 153, 153));
1180    EXPECT_TRUE(checkPixel( 6, 52, 153, 153, 153, 153));
1181    EXPECT_TRUE(checkPixel(55, 33, 153, 153, 153, 153));
1182    EXPECT_TRUE(checkPixel(16, 29, 153, 153, 153, 153));
1183    EXPECT_TRUE(checkPixel( 1, 30, 153, 153, 153, 153));
1184    EXPECT_TRUE(checkPixel(41, 37, 153, 153, 153, 153));
1185    EXPECT_TRUE(checkPixel(46, 29, 153, 153, 153, 153));
1186    EXPECT_TRUE(checkPixel(15, 25, 153, 153, 153, 153));
1187    EXPECT_TRUE(checkPixel( 3, 52, 153, 153, 153, 153));
1188}
1189
1190TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceUnrefsBuffers) {
1191    sp<GraphicBuffer> buffers[3];
1192
1193    // This test requires async mode to run on a single thread.
1194    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
1195            mProducerEglSurface, mProducerEglContext));
1196    ASSERT_EQ(EGL_SUCCESS, eglGetError());
1197    EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
1198    ASSERT_EQ(EGL_SUCCESS, eglGetError());
1199
1200    for (int i = 0; i < 3; i++) {
1201        // Produce a frame
1202        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
1203                mProducerEglSurface, mProducerEglContext));
1204        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1205        glClear(GL_COLOR_BUFFER_BIT);
1206        eglSwapBuffers(mEglDisplay, mProducerEglSurface);
1207
1208        // Consume a frame
1209        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
1210                mEglContext));
1211        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1212        mST->updateTexImage();
1213        buffers[i] = mST->getCurrentBuffer();
1214    }
1215
1216    // Destroy the GL texture object to release its ref on buffers[2].
1217    GLuint texID = TEX_ID;
1218    glDeleteTextures(1, &texID);
1219
1220    // Destroy the EGLSurface
1221    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
1222    ASSERT_EQ(EGL_SUCCESS, eglGetError());
1223
1224    // Release the ref that the SurfaceTexture has on buffers[2].
1225    mST->abandon();
1226
1227    EXPECT_EQ(1, buffers[0]->getStrongCount());
1228    EXPECT_EQ(1, buffers[1]->getStrongCount());
1229
1230    // Depending on how lazily the GL driver dequeues buffers, we may end up
1231    // with either two or three total buffers.  If there are three, make sure
1232    // the last one was properly down-ref'd.
1233    if (buffers[2] != buffers[0]) {
1234        EXPECT_EQ(1, buffers[2]->getStrongCount());
1235    }
1236}
1237
1238TEST_F(SurfaceTextureGLToGLTest, EglDestroySurfaceAfterAbandonUnrefsBuffers) {
1239    sp<GraphicBuffer> buffers[3];
1240
1241    // This test requires async mode to run on a single thread.
1242    EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
1243            mProducerEglSurface, mProducerEglContext));
1244    ASSERT_EQ(EGL_SUCCESS, eglGetError());
1245    EXPECT_TRUE(eglSwapInterval(mEglDisplay, 0));
1246    ASSERT_EQ(EGL_SUCCESS, eglGetError());
1247
1248    for (int i = 0; i < 3; i++) {
1249        // Produce a frame
1250        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
1251                mProducerEglSurface, mProducerEglContext));
1252        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1253        glClear(GL_COLOR_BUFFER_BIT);
1254        EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
1255        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1256
1257        // Consume a frame
1258        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
1259                mEglContext));
1260        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1261        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
1262        buffers[i] = mST->getCurrentBuffer();
1263    }
1264
1265    // Abandon the SurfaceTexture, releasing the ref that the SurfaceTexture has
1266    // on buffers[2].
1267    mST->abandon();
1268
1269    // Destroy the GL texture object to release its ref on buffers[2].
1270    GLuint texID = TEX_ID;
1271    glDeleteTextures(1, &texID);
1272
1273    // Destroy the EGLSurface.
1274    EXPECT_TRUE(eglDestroySurface(mEglDisplay, mProducerEglSurface));
1275    ASSERT_EQ(EGL_SUCCESS, eglGetError());
1276
1277    EXPECT_EQ(1, buffers[0]->getStrongCount());
1278    EXPECT_EQ(1, buffers[1]->getStrongCount());
1279
1280    // Depending on how lazily the GL driver dequeues buffers, we may end up
1281    // with either two or three total buffers.  If there are three, make sure
1282    // the last one was properly down-ref'd.
1283    if (buffers[2] != buffers[0]) {
1284        EXPECT_EQ(1, buffers[2]->getStrongCount());
1285    }
1286}
1287
1288TEST_F(SurfaceTextureGLToGLTest, EglSurfaceDefaultsToSynchronousMode) {
1289    // This test requires 3 buffers to run on a single thread.
1290    mST->setBufferCountServer(3);
1291
1292    ASSERT_TRUE(mST->isSynchronousMode());
1293
1294    for (int i = 0; i < 10; i++) {
1295        // Produce a frame
1296        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mProducerEglSurface,
1297                mProducerEglSurface, mProducerEglContext));
1298        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1299        glClear(GL_COLOR_BUFFER_BIT);
1300        EXPECT_TRUE(eglSwapBuffers(mEglDisplay, mProducerEglSurface));
1301        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1302
1303        // Consume a frame
1304        EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
1305                mEglContext));
1306        ASSERT_EQ(EGL_SUCCESS, eglGetError());
1307        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
1308    }
1309
1310    ASSERT_TRUE(mST->isSynchronousMode());
1311}
1312
1313/*
1314 * This test fixture is for testing GL -> GL texture streaming from one thread
1315 * to another.  It contains functionality to create a producer thread that will
1316 * perform GL rendering to an ANativeWindow that feeds frames to a
1317 * SurfaceTexture.  Additionally it supports interlocking the producer and
1318 * consumer threads so that a specific sequence of calls can be
1319 * deterministically created by the test.
1320 *
1321 * The intended usage is as follows:
1322 *
1323 * TEST_F(...) {
1324 *     class PT : public ProducerThread {
1325 *         virtual void render() {
1326 *             ...
1327 *             swapBuffers();
1328 *         }
1329 *     };
1330 *
1331 *     runProducerThread(new PT());
1332 *
1333 *     // The order of these calls will vary from test to test and may include
1334 *     // multiple frames and additional operations (e.g. GL rendering from the
1335 *     // texture).
1336 *     fc->waitForFrame();
1337 *     mST->updateTexImage();
1338 *     fc->finishFrame();
1339 * }
1340 *
1341 */
1342class SurfaceTextureGLThreadToGLTest : public SurfaceTextureGLToGLTest {
1343protected:
1344
1345    // ProducerThread is an abstract base class to simplify the creation of
1346    // OpenGL ES frame producer threads.
1347    class ProducerThread : public Thread {
1348    public:
1349        virtual ~ProducerThread() {
1350        }
1351
1352        void setEglObjects(EGLDisplay producerEglDisplay,
1353                EGLSurface producerEglSurface,
1354                EGLContext producerEglContext) {
1355            mProducerEglDisplay = producerEglDisplay;
1356            mProducerEglSurface = producerEglSurface;
1357            mProducerEglContext = producerEglContext;
1358        }
1359
1360        virtual bool threadLoop() {
1361            eglMakeCurrent(mProducerEglDisplay, mProducerEglSurface,
1362                    mProducerEglSurface, mProducerEglContext);
1363            render();
1364            eglMakeCurrent(mProducerEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
1365                    EGL_NO_CONTEXT);
1366            return false;
1367        }
1368
1369    protected:
1370        virtual void render() = 0;
1371
1372        void swapBuffers() {
1373            eglSwapBuffers(mProducerEglDisplay, mProducerEglSurface);
1374        }
1375
1376        EGLDisplay mProducerEglDisplay;
1377        EGLSurface mProducerEglSurface;
1378        EGLContext mProducerEglContext;
1379    };
1380
1381    // FrameCondition is a utility class for interlocking between the producer
1382    // and consumer threads.  The FrameCondition object should be created and
1383    // destroyed in the consumer thread only.  The consumer thread should set
1384    // the FrameCondition as the FrameAvailableListener of the SurfaceTexture,
1385    // and should call both waitForFrame and finishFrame once for each expected
1386    // frame.
1387    //
1388    // This interlocking relies on the fact that onFrameAvailable gets called
1389    // synchronously from SurfaceTexture::queueBuffer.
1390    class FrameCondition : public SurfaceTexture::FrameAvailableListener {
1391    public:
1392        FrameCondition():
1393                mFrameAvailable(false),
1394                mFrameFinished(false) {
1395        }
1396
1397        // waitForFrame waits for the next frame to arrive.  This should be
1398        // called from the consumer thread once for every frame expected by the
1399        // test.
1400        void waitForFrame() {
1401            Mutex::Autolock lock(mMutex);
1402            LOGV("+waitForFrame");
1403            while (!mFrameAvailable) {
1404                mFrameAvailableCondition.wait(mMutex);
1405            }
1406            mFrameAvailable = false;
1407            LOGV("-waitForFrame");
1408        }
1409
1410        // Allow the producer to return from its swapBuffers call and continue
1411        // on to produce the next frame.  This should be called by the consumer
1412        // thread once for every frame expected by the test.
1413        void finishFrame() {
1414            Mutex::Autolock lock(mMutex);
1415            LOGV("+finishFrame");
1416            mFrameFinished = true;
1417            mFrameFinishCondition.signal();
1418            LOGV("-finishFrame");
1419        }
1420
1421        // This should be called by SurfaceTexture on the producer thread.
1422        virtual void onFrameAvailable() {
1423            Mutex::Autolock lock(mMutex);
1424            LOGV("+onFrameAvailable");
1425            mFrameAvailable = true;
1426            mFrameAvailableCondition.signal();
1427            while (!mFrameFinished) {
1428                mFrameFinishCondition.wait(mMutex);
1429            }
1430            mFrameFinished = false;
1431            LOGV("-onFrameAvailable");
1432        }
1433
1434    protected:
1435        bool mFrameAvailable;
1436        bool mFrameFinished;
1437
1438        Mutex mMutex;
1439        Condition mFrameAvailableCondition;
1440        Condition mFrameFinishCondition;
1441    };
1442
1443    virtual void SetUp() {
1444        SurfaceTextureGLToGLTest::SetUp();
1445        mFC = new FrameCondition();
1446        mST->setFrameAvailableListener(mFC);
1447    }
1448
1449    virtual void TearDown() {
1450        if (mProducerThread != NULL) {
1451            mProducerThread->requestExitAndWait();
1452        }
1453        mProducerThread.clear();
1454        mFC.clear();
1455        SurfaceTextureGLToGLTest::TearDown();
1456    }
1457
1458    void runProducerThread(const sp<ProducerThread> producerThread) {
1459        ASSERT_TRUE(mProducerThread == NULL);
1460        mProducerThread = producerThread;
1461        producerThread->setEglObjects(mEglDisplay, mProducerEglSurface,
1462                mProducerEglContext);
1463        producerThread->run();
1464    }
1465
1466    sp<ProducerThread> mProducerThread;
1467    sp<FrameCondition> mFC;
1468};
1469
1470TEST_F(SurfaceTextureGLThreadToGLTest,
1471        UpdateTexImageBeforeFrameFinishedCompletes) {
1472    class PT : public ProducerThread {
1473        virtual void render() {
1474            glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1475            glClear(GL_COLOR_BUFFER_BIT);
1476            swapBuffers();
1477        }
1478    };
1479
1480    runProducerThread(new PT());
1481
1482    mFC->waitForFrame();
1483    mST->updateTexImage();
1484    mFC->finishFrame();
1485
1486    // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
1487}
1488
1489TEST_F(SurfaceTextureGLThreadToGLTest,
1490        UpdateTexImageAfterFrameFinishedCompletes) {
1491    class PT : public ProducerThread {
1492        virtual void render() {
1493            glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1494            glClear(GL_COLOR_BUFFER_BIT);
1495            swapBuffers();
1496        }
1497    };
1498
1499    runProducerThread(new PT());
1500
1501    mFC->waitForFrame();
1502    mFC->finishFrame();
1503    mST->updateTexImage();
1504
1505    // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
1506}
1507
1508TEST_F(SurfaceTextureGLThreadToGLTest,
1509        RepeatedUpdateTexImageBeforeFrameFinishedCompletes) {
1510    enum { NUM_ITERATIONS = 1024 };
1511
1512    class PT : public ProducerThread {
1513        virtual void render() {
1514            for (int i = 0; i < NUM_ITERATIONS; i++) {
1515                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1516                glClear(GL_COLOR_BUFFER_BIT);
1517                LOGV("+swapBuffers");
1518                swapBuffers();
1519                LOGV("-swapBuffers");
1520            }
1521        }
1522    };
1523
1524    runProducerThread(new PT());
1525
1526    for (int i = 0; i < NUM_ITERATIONS; i++) {
1527        mFC->waitForFrame();
1528        LOGV("+updateTexImage");
1529        mST->updateTexImage();
1530        LOGV("-updateTexImage");
1531        mFC->finishFrame();
1532
1533        // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
1534    }
1535}
1536
1537TEST_F(SurfaceTextureGLThreadToGLTest,
1538        RepeatedUpdateTexImageAfterFrameFinishedCompletes) {
1539    enum { NUM_ITERATIONS = 1024 };
1540
1541    class PT : public ProducerThread {
1542        virtual void render() {
1543            for (int i = 0; i < NUM_ITERATIONS; i++) {
1544                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1545                glClear(GL_COLOR_BUFFER_BIT);
1546                LOGV("+swapBuffers");
1547                swapBuffers();
1548                LOGV("-swapBuffers");
1549            }
1550        }
1551    };
1552
1553    runProducerThread(new PT());
1554
1555    for (int i = 0; i < NUM_ITERATIONS; i++) {
1556        mFC->waitForFrame();
1557        mFC->finishFrame();
1558        LOGV("+updateTexImage");
1559        mST->updateTexImage();
1560        LOGV("-updateTexImage");
1561
1562        // TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
1563    }
1564}
1565
1566// XXX: This test is disabled because it is currently hanging on some devices.
1567TEST_F(SurfaceTextureGLThreadToGLTest,
1568        DISABLED_RepeatedSwapBuffersWhileDequeueStalledCompletes) {
1569    enum { NUM_ITERATIONS = 64 };
1570
1571    class PT : public ProducerThread {
1572        virtual void render() {
1573            for (int i = 0; i < NUM_ITERATIONS; i++) {
1574                glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1575                glClear(GL_COLOR_BUFFER_BIT);
1576                LOGV("+swapBuffers");
1577                swapBuffers();
1578                LOGV("-swapBuffers");
1579            }
1580        }
1581    };
1582
1583    ASSERT_EQ(OK, mST->setSynchronousMode(true));
1584    ASSERT_EQ(OK, mST->setBufferCountServer(2));
1585
1586    runProducerThread(new PT());
1587
1588    // Allow three frames to be rendered and queued before starting the
1589    // rendering in this thread.  For the latter two frames we don't call
1590    // updateTexImage so the next dequeue from the producer thread will block
1591    // waiting for a frame to become available.
1592    mFC->waitForFrame();
1593    mFC->finishFrame();
1594
1595    // We must call updateTexImage to consume the first frame so that the
1596    // SurfaceTexture is able to reduce the buffer count to 2.  This is because
1597    // the GL driver may dequeue a buffer when the EGLSurface is created, and
1598    // that happens before we call setBufferCountServer.  It's possible that the
1599    // driver does not dequeue a buffer at EGLSurface creation time, so we
1600    // cannot rely on this to cause the second dequeueBuffer call to block.
1601    mST->updateTexImage();
1602
1603    mFC->waitForFrame();
1604    mFC->finishFrame();
1605    mFC->waitForFrame();
1606    mFC->finishFrame();
1607
1608    // Sleep for 100ms to allow the producer thread's dequeueBuffer call to
1609    // block waiting for a buffer to become available.
1610    usleep(100000);
1611
1612    // Render and present a number of images.  This thread should not be blocked
1613    // by the fact that the producer thread is blocking in dequeue.
1614    for (int i = 0; i < NUM_ITERATIONS; i++) {
1615        glClear(GL_COLOR_BUFFER_BIT);
1616        eglSwapBuffers(mEglDisplay, mEglSurface);
1617    }
1618
1619    // Consume the two pending buffers to unblock the producer thread.
1620    mST->updateTexImage();
1621    mST->updateTexImage();
1622
1623    // Consume the remaining buffers from the producer thread.
1624    for (int i = 0; i < NUM_ITERATIONS-3; i++) {
1625        mFC->waitForFrame();
1626        mFC->finishFrame();
1627        LOGV("+updateTexImage");
1628        mST->updateTexImage();
1629        LOGV("-updateTexImage");
1630    }
1631}
1632
1633class SurfaceTextureFBOTest : public SurfaceTextureGLTest {
1634protected:
1635
1636    virtual void SetUp() {
1637        SurfaceTextureGLTest::SetUp();
1638
1639        glGenFramebuffers(1, &mFbo);
1640        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
1641
1642        glGenTextures(1, &mFboTex);
1643        glBindTexture(GL_TEXTURE_2D, mFboTex);
1644        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getSurfaceWidth(),
1645                getSurfaceHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1646        glBindTexture(GL_TEXTURE_2D, 0);
1647        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
1648
1649        glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
1650        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1651                GL_TEXTURE_2D, mFboTex, 0);
1652        glBindFramebuffer(GL_FRAMEBUFFER, 0);
1653        ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
1654    }
1655
1656    virtual void TearDown() {
1657        SurfaceTextureGLTest::TearDown();
1658
1659        glDeleteTextures(1, &mFboTex);
1660        glDeleteFramebuffers(1, &mFbo);
1661    }
1662
1663    GLuint mFbo;
1664    GLuint mFboTex;
1665};
1666
1667// This test is intended to verify that proper synchronization is done when
1668// rendering into an FBO.
1669TEST_F(SurfaceTextureFBOTest, BlitFromCpuFilledBufferToFbo) {
1670    const int texWidth = 64;
1671    const int texHeight = 64;
1672
1673    ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
1674            texWidth, texHeight, HAL_PIXEL_FORMAT_RGBA_8888));
1675    ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
1676            GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
1677
1678    android_native_buffer_t* anb;
1679    ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
1680    ASSERT_TRUE(anb != NULL);
1681
1682    sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
1683    ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
1684
1685    // Fill the buffer with green
1686    uint8_t* img = NULL;
1687    buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
1688    fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 0, 255,
1689            0, 255);
1690    buf->unlock();
1691    ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
1692
1693    ASSERT_EQ(NO_ERROR, mST->updateTexImage());
1694
1695    glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
1696    drawTexture();
1697    glBindFramebuffer(GL_FRAMEBUFFER, 0);
1698
1699    for (int i = 0; i < 4; i++) {
1700        SCOPED_TRACE(String8::format("frame %d", i).string());
1701
1702        ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
1703        ASSERT_TRUE(anb != NULL);
1704
1705        buf = new GraphicBuffer(anb, false);
1706        ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(),
1707                buf->getNativeBuffer()));
1708
1709        // Fill the buffer with red
1710        ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
1711                (void**)(&img)));
1712        fillRGBA8BufferSolid(img, texWidth, texHeight, buf->getStride(), 255, 0,
1713                0, 255);
1714        ASSERT_EQ(NO_ERROR, buf->unlock());
1715        ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(),
1716                buf->getNativeBuffer()));
1717
1718        ASSERT_EQ(NO_ERROR, mST->updateTexImage());
1719
1720        drawTexture();
1721
1722        EXPECT_TRUE(checkPixel( 24, 39, 255, 0, 0, 255));
1723    }
1724
1725    glBindFramebuffer(GL_FRAMEBUFFER, mFbo);
1726
1727    EXPECT_TRUE(checkPixel( 24, 39, 0, 255, 0, 255));
1728}
1729
1730} // namespace android
1731