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#define LOG_TAG "SurfaceTextureMultiContextGL_test"
18//#define LOG_NDEBUG 0
19
20#include "SurfaceTextureMultiContextGL.h"
21
22#include "FillBuffer.h"
23
24#include <GLES/glext.h>
25
26namespace android {
27
28TEST_F(SurfaceTextureMultiContextGLTest, UpdateFromMultipleContextsFails) {
29    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
30    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
31
32    // Latch the texture contents on the primary context.
33    mFW->waitForFrame();
34    ASSERT_EQ(OK, mST->updateTexImage());
35
36    // Attempt to latch the texture on the secondary context.
37    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
38            mSecondEglContext));
39    ASSERT_EQ(EGL_SUCCESS, eglGetError());
40    ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
41}
42
43TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextSucceeds) {
44    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
45    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
46
47    // Latch the texture contents on the primary context.
48    mFW->waitForFrame();
49    ASSERT_EQ(OK, mST->updateTexImage());
50
51    // Detach from the primary context.
52    ASSERT_EQ(OK, mST->detachFromContext());
53
54    // Check that the GL texture was deleted.
55    EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
56}
57
58TEST_F(SurfaceTextureMultiContextGLTest,
59        DetachFromContextSucceedsAfterProducerDisconnect) {
60    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
61    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
62
63    // Latch the texture contents on the primary context.
64    mFW->waitForFrame();
65    ASSERT_EQ(OK, mST->updateTexImage());
66
67    // Detach from the primary context.
68    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
69    ASSERT_EQ(OK, mST->detachFromContext());
70
71    // Check that the GL texture was deleted.
72    EXPECT_EQ(GL_FALSE, glIsTexture(TEX_ID));
73}
74
75TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenAbandoned) {
76    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
77    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
78
79    // Latch the texture contents on the primary context.
80    mFW->waitForFrame();
81    ASSERT_EQ(OK, mST->updateTexImage());
82
83    // Attempt to detach from the primary context.
84    mST->abandon();
85    ASSERT_EQ(NO_INIT, mST->detachFromContext());
86}
87
88TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWhenDetached) {
89    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
90    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
91
92    // Latch the texture contents on the primary context.
93    mFW->waitForFrame();
94    ASSERT_EQ(OK, mST->updateTexImage());
95
96    // Detach from the primary context.
97    ASSERT_EQ(OK, mST->detachFromContext());
98
99    // Attempt to detach from the primary context again.
100    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
101}
102
103TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoDisplay) {
104    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
105    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
106
107    // Latch the texture contents on the primary context.
108    mFW->waitForFrame();
109    ASSERT_EQ(OK, mST->updateTexImage());
110
111    // Make there be no current display.
112    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
113            EGL_NO_CONTEXT));
114    ASSERT_EQ(EGL_SUCCESS, eglGetError());
115
116    // Attempt to detach from the primary context.
117    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
118}
119
120TEST_F(SurfaceTextureMultiContextGLTest, DetachFromContextFailsWithNoContext) {
121    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
122    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
123
124    // Latch the texture contents on the primary context.
125    mFW->waitForFrame();
126    ASSERT_EQ(OK, mST->updateTexImage());
127
128    // Make current context be incorrect.
129    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
130            mSecondEglContext));
131    ASSERT_EQ(EGL_SUCCESS, eglGetError());
132
133    // Attempt to detach from the primary context.
134    ASSERT_EQ(INVALID_OPERATION, mST->detachFromContext());
135}
136
137TEST_F(SurfaceTextureMultiContextGLTest, UpdateTexImageFailsWhenDetached) {
138    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
139    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
140
141    // Detach from the primary context.
142    ASSERT_EQ(OK, mST->detachFromContext());
143
144    // Attempt to latch the texture contents on the primary context.
145    mFW->waitForFrame();
146    ASSERT_EQ(INVALID_OPERATION, mST->updateTexImage());
147}
148
149TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceeds) {
150    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
151    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
152
153    // Latch the texture contents on the primary context.
154    mFW->waitForFrame();
155    ASSERT_EQ(OK, mST->updateTexImage());
156
157    // Detach from the primary context.
158    ASSERT_EQ(OK, mST->detachFromContext());
159
160    // Attach to the secondary context.
161    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
162            mSecondEglContext));
163    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
164
165    // Verify that the texture object was created and bound.
166    GLint texBinding = -1;
167    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
168    EXPECT_EQ(SECOND_TEX_ID, texBinding);
169
170    // Try to use the texture from the secondary context.
171    glClearColor(0.2, 0.2, 0.2, 0.2);
172    glClear(GL_COLOR_BUFFER_BIT);
173    glViewport(0, 0, 1, 1);
174    mSecondTextureRenderer->drawTexture();
175    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
176    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
177}
178
179TEST_F(SurfaceTextureMultiContextGLTest,
180        AttachToContextSucceedsAfterProducerDisconnect) {
181    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
182    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
183
184    // Latch the texture contents on the primary context.
185    mFW->waitForFrame();
186    ASSERT_EQ(OK, mST->updateTexImage());
187
188    // Detach from the primary context.
189    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
190    ASSERT_EQ(OK, mST->detachFromContext());
191
192    // Attach to the secondary context.
193    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
194            mSecondEglContext));
195    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
196
197    // Verify that the texture object was created and bound.
198    GLint texBinding = -1;
199    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
200    EXPECT_EQ(SECOND_TEX_ID, texBinding);
201
202    // Try to use the texture from the secondary context.
203    glClearColor(0.2, 0.2, 0.2, 0.2);
204    glClear(GL_COLOR_BUFFER_BIT);
205    glViewport(0, 0, 1, 1);
206    mSecondTextureRenderer->drawTexture();
207    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
208    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
209}
210
211TEST_F(SurfaceTextureMultiContextGLTest,
212        AttachToContextSucceedsBeforeUpdateTexImage) {
213    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
214    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
215
216    // Detach from the primary context.
217    native_window_api_disconnect(mANW.get(), NATIVE_WINDOW_API_CPU);
218    ASSERT_EQ(OK, mST->detachFromContext());
219
220    // Attach to the secondary context.
221    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
222            mSecondEglContext));
223    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
224
225    // Verify that the texture object was created and bound.
226    GLint texBinding = -1;
227    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
228    EXPECT_EQ(SECOND_TEX_ID, texBinding);
229
230    // Latch the texture contents on the primary context.
231    mFW->waitForFrame();
232    ASSERT_EQ(OK, mST->updateTexImage());
233
234    // Try to use the texture from the secondary context.
235    glClearColor(0.2, 0.2, 0.2, 0.2);
236    glClear(GL_COLOR_BUFFER_BIT);
237    glViewport(0, 0, 1, 1);
238    mSecondTextureRenderer->drawTexture();
239    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
240    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
241}
242
243TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAbandoned) {
244    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
245    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
246
247    // Latch the texture contents on the primary context.
248    mFW->waitForFrame();
249    ASSERT_EQ(OK, mST->updateTexImage());
250
251    // Detach from the primary context.
252    ASSERT_EQ(OK, mST->detachFromContext());
253
254    // Attempt to attach to the secondary context.
255    mST->abandon();
256
257    // Attempt to attach to the primary context.
258    ASSERT_EQ(NO_INIT, mST->attachToContext(SECOND_TEX_ID));
259}
260
261TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWhenAttached) {
262    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
263    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
264
265    // Latch the texture contents on the primary context.
266    mFW->waitForFrame();
267    ASSERT_EQ(OK, mST->updateTexImage());
268
269    // Attempt to attach to the primary context.
270    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
271}
272
273TEST_F(SurfaceTextureMultiContextGLTest,
274        AttachToContextFailsWhenAttachedBeforeUpdateTexImage) {
275    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
276    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
277
278    // Attempt to attach to the primary context.
279    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
280}
281
282TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextFailsWithNoDisplay) {
283    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
284    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
285
286    // Latch the texture contents on the primary context.
287    mFW->waitForFrame();
288    ASSERT_EQ(OK, mST->updateTexImage());
289
290    // Detach from the primary context.
291    ASSERT_EQ(OK, mST->detachFromContext());
292
293    // Make there be no current display.
294    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE,
295            EGL_NO_CONTEXT));
296    ASSERT_EQ(EGL_SUCCESS, eglGetError());
297
298    // Attempt to attach with no context current.
299    ASSERT_EQ(INVALID_OPERATION, mST->attachToContext(SECOND_TEX_ID));
300}
301
302TEST_F(SurfaceTextureMultiContextGLTest, AttachToContextSucceedsTwice) {
303    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
304    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
305
306    // Latch the texture contents on the primary context.
307    mFW->waitForFrame();
308    ASSERT_EQ(OK, mST->updateTexImage());
309
310    // Detach from the primary context.
311    ASSERT_EQ(OK, mST->detachFromContext());
312
313    // Attach to the secondary context.
314    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
315            mSecondEglContext));
316    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
317
318    // Detach from the secondary context.
319    ASSERT_EQ(OK, mST->detachFromContext());
320
321    // Attach to the tertiary context.
322    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
323            mThirdEglContext));
324    ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
325
326    // Verify that the texture object was created and bound.
327    GLint texBinding = -1;
328    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
329    EXPECT_EQ(THIRD_TEX_ID, texBinding);
330
331    // Try to use the texture from the tertiary context.
332    glClearColor(0.2, 0.2, 0.2, 0.2);
333    glClear(GL_COLOR_BUFFER_BIT);
334    glViewport(0, 0, 1, 1);
335    mThirdTextureRenderer->drawTexture();
336    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
337    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
338}
339
340TEST_F(SurfaceTextureMultiContextGLTest,
341        AttachToContextSucceedsTwiceBeforeUpdateTexImage) {
342    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
343    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
344
345    // Detach from the primary context.
346    ASSERT_EQ(OK, mST->detachFromContext());
347
348    // Attach to the secondary context.
349    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
350            mSecondEglContext));
351    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
352
353    // Detach from the secondary context.
354    ASSERT_EQ(OK, mST->detachFromContext());
355
356    // Attach to the tertiary context.
357    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
358            mThirdEglContext));
359    ASSERT_EQ(OK, mST->attachToContext(THIRD_TEX_ID));
360
361    // Verify that the texture object was created and bound.
362    GLint texBinding = -1;
363    glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texBinding);
364    EXPECT_EQ(THIRD_TEX_ID, texBinding);
365
366    // Latch the texture contents on the tertiary context.
367    mFW->waitForFrame();
368    ASSERT_EQ(OK, mST->updateTexImage());
369
370    // Try to use the texture from the tertiary context.
371    glClearColor(0.2, 0.2, 0.2, 0.2);
372    glClear(GL_COLOR_BUFFER_BIT);
373    glViewport(0, 0, 1, 1);
374    mThirdTextureRenderer->drawTexture();
375    ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
376    ASSERT_TRUE(checkPixel( 0,  0,  35,  35,  35,  35));
377}
378
379TEST_F(SurfaceTextureMultiContextGLTest,
380        UpdateTexImageSucceedsForBufferConsumedBeforeDetach) {
381    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
382
383    // produce two frames and consume them both on the primary context
384    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
385    mFW->waitForFrame();
386    ASSERT_EQ(OK, mST->updateTexImage());
387
388    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
389    mFW->waitForFrame();
390    ASSERT_EQ(OK, mST->updateTexImage());
391
392    // produce one more frame
393    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
394
395    // Detach from the primary context and attach to the secondary context
396    ASSERT_EQ(OK, mST->detachFromContext());
397    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
398            mSecondEglContext));
399    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
400
401    // Consume final frame on secondary context
402    mFW->waitForFrame();
403    ASSERT_EQ(OK, mST->updateTexImage());
404}
405
406TEST_F(SurfaceTextureMultiContextGLTest,
407       AttachAfterDisplayTerminatedSucceeds) {
408    ASSERT_EQ(OK, native_window_api_connect(mANW.get(), NATIVE_WINDOW_API_CPU));
409
410    // produce two frames and consume them both on the primary context
411    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
412    mFW->waitForFrame();
413    ASSERT_EQ(OK, mST->updateTexImage());
414
415    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
416    mFW->waitForFrame();
417    ASSERT_EQ(OK, mST->updateTexImage());
418
419    // produce one more frame
420    ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
421
422    // Detach from the primary context.
423    ASSERT_EQ(OK, mST->releaseTexImage());
424    ASSERT_EQ(OK, mST->detachFromContext());
425
426    // Terminate and then initialize the display. All contexts, surfaces
427    // and images are invalid at this point.
428    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
429    ASSERT_NE(EGL_NO_DISPLAY, mEglDisplay);
430    EGLint majorVersion = 0;
431    EGLint minorVersion = 0;
432    EXPECT_TRUE(eglTerminate(display));
433    EXPECT_TRUE(eglInitialize(mEglDisplay, &majorVersion, &minorVersion));
434    ASSERT_EQ(EGL_SUCCESS, eglGetError());
435
436    // The surface is invalid so create it again.
437    EGLint pbufferAttribs[] = {
438        EGL_WIDTH, 64,
439        EGL_HEIGHT, 64,
440        EGL_NONE };
441    mEglSurface = eglCreatePbufferSurface(mEglDisplay, mGlConfig,
442            pbufferAttribs);
443
444    // The second context is invalid so create it again.
445    mSecondEglContext = eglCreateContext(mEglDisplay, mGlConfig,
446            EGL_NO_CONTEXT, getContextAttribs());
447    ASSERT_EQ(EGL_SUCCESS, eglGetError());
448    ASSERT_NE(EGL_NO_CONTEXT, mSecondEglContext);
449
450    ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
451            mSecondEglContext));
452    ASSERT_EQ(EGL_SUCCESS, eglGetError());
453
454    // Now attach to and consume final frame on secondary context.
455    ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
456    mFW->waitForFrame();
457    ASSERT_EQ(OK, mST->updateTexImage());
458}
459
460
461} // namespace android
462