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      1 /*
      2  * Copyright (C) 2010 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 /** \file BufferQueue_test.cpp */
     18 
     19 #define LOG_NDEBUG 0
     20 #define LOG_TAG "BufferQueue_test"
     21 
     22 #ifdef ANDROID
     23 #include <utils/Log.h>
     24 #else
     25 #define ALOGV printf
     26 #endif
     27 
     28 #include <assert.h>
     29 #include <math.h>
     30 #include <stdio.h>
     31 #include <stdlib.h>
     32 #include <unistd.h>
     33 #include <SLES/OpenSLES.h>
     34 #include "OpenSLESUT.h"
     35 #include <gtest/gtest.h>
     36 
     37 typedef struct {
     38     short left;
     39     short right;
     40 } stereo;
     41 
     42 // volume of sine wave in range 0.0 to 1.0
     43 static float gVolume = 1.0f;
     44 
     45 // 1 second of stereo audio at 44.1 kHz
     46 static stereo stereoBuffer1[44100 * 1];
     47 static const SLuint32 invalidNumBuffers[] = { 0, 0xFFFFFFFF, 0x80000000, 0x10002, 0x102,
     48         0x101, 0x100 };
     49 static const SLuint32 validNumBuffers[] = { 1, 2, 3, 4, 5, 6, 7, 8, 255 };
     50 
     51 //-----------------------------------------------------------------
     52 /* Checks for error. If any errors exit the application! */
     53 void CheckErr(SLresult res) {
     54     if (SL_RESULT_SUCCESS != res) {
     55         const char *str = slesutResultToString(res);
     56         if (NULL == str)
     57             str = "unknown";
     58         fprintf(stderr, "CheckErr failure: %s (0x%x), exiting\n", str, res);
     59         //Fail the test case
     60         FAIL();
     61     }
     62 }
     63 
     64 static const SLInterfaceID ids[1] = { SL_IID_BUFFERQUEUE };
     65 static const SLboolean flags[1] = { SL_BOOLEAN_TRUE };
     66 static const SLInterfaceID ids_mutesolo[2] = { SL_IID_BUFFERQUEUE, SL_IID_MUTESOLO };
     67 static const SLboolean flags_mutesolo[2] = { SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE };
     68 static const SLInterfaceID ids_seek[2] = { SL_IID_BUFFERQUEUE, SL_IID_SEEK };
     69 static const SLboolean flags_seek[2] = { SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE };
     70 
     71 // The fixture for testing class BufferQueue
     72 class TestBufferQueue: public ::testing::Test {
     73 public:
     74     SLresult res;
     75     SLObjectItf outputmixObject;
     76     SLObjectItf engineObject;
     77 
     78     SLDataSource audiosrc;
     79     SLDataSink audiosnk;
     80     SLDataFormat_PCM pcm;
     81     SLDataLocator_OutputMix locator_outputmix;
     82     SLDataLocator_BufferQueue locator_bufferqueue;
     83     SLBufferQueueItf playerBufferQueue;
     84     SLBufferQueueState bufferqueueState;
     85     SLPlayItf playerPlay;
     86     SLObjectItf playerObject;
     87     SLEngineItf engineEngine;
     88     SLuint32 playerState;
     89 
     90 protected:
     91     TestBufferQueue() {
     92     }
     93 
     94     virtual ~TestBufferQueue() {
     95 
     96     }
     97 
     98     /*Test setup*/
     99     virtual void SetUp() {
    100 
    101         // create engine
    102         res = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
    103         CheckErr(res);
    104         res = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
    105         CheckErr(res);
    106         res = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
    107         CheckErr(res);
    108 
    109         // create output mix
    110         res = (*engineEngine)->CreateOutputMix(engineEngine, &outputmixObject, 0, NULL, NULL);
    111         CheckErr(res);
    112         res = (*outputmixObject)->Realize(outputmixObject, SL_BOOLEAN_FALSE);
    113         CheckErr(res);
    114 
    115         locator_bufferqueue.locatorType = SL_DATALOCATOR_BUFFERQUEUE;
    116         locator_bufferqueue.numBuffers = 0;
    117         locator_outputmix.locatorType = SL_DATALOCATOR_OUTPUTMIX;
    118         locator_outputmix.outputMix = outputmixObject;
    119 
    120         pcm.formatType = SL_DATAFORMAT_PCM;
    121         pcm.numChannels = 2;
    122         pcm.samplesPerSec = SL_SAMPLINGRATE_44_1;
    123         pcm.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16;
    124         pcm.containerSize = 16;
    125         pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
    126         pcm.endianness = SL_BYTEORDER_LITTLEENDIAN;
    127 
    128         audiosrc.pLocator = &locator_bufferqueue;
    129         audiosrc.pFormat = &pcm;
    130         audiosnk.pLocator = &locator_outputmix;
    131         audiosnk.pFormat = NULL;
    132 
    133         // initialize the test tone to be a sine sweep from 441 Hz to 882 Hz
    134         unsigned nframes = sizeof(stereoBuffer1) / sizeof(stereoBuffer1[0]);
    135         float nframes_ = (float) nframes;
    136         SLuint32 i;
    137         for (i = 0; i < nframes; ++i) {
    138             float i_ = (float) i;
    139             float pcm_ = sin((i_ * (1.0f + 0.5f * (i_ / nframes_)) * 0.01 * M_PI * 2.0));
    140             int pcm = (int) (pcm_ * 32766.0 * gVolume);
    141             ASSERT_TRUE(-32768 <= pcm && pcm <= 32767) << "pcm out of bound " << pcm;
    142             stereoBuffer1[i].left = pcm;
    143             stereoBuffer1[nframes - 1 - i].right = pcm;
    144         }
    145     }
    146 
    147     virtual void TearDown() {
    148         // Clean up the mixer and the engine
    149         // (must be done in that order, and after player destroyed)
    150         if (outputmixObject){
    151             (*outputmixObject)->Destroy(outputmixObject);
    152             outputmixObject = NULL;
    153         }
    154         if (engineObject){
    155             (*engineObject)->Destroy(engineObject);
    156             engineObject = NULL;
    157         }
    158     }
    159 
    160     void DestroyPlayer() {
    161         if (playerObject){
    162             //printf("destroy player\n");
    163             (*playerObject)->Destroy(playerObject);
    164             playerObject = NULL;
    165         }
    166     }
    167 
    168     /* Test case for creating audio player with various invalid values for numBuffers*/
    169     void InvalidBuffer() {
    170 
    171         for (unsigned i = 0; i < sizeof(invalidNumBuffers) / sizeof(invalidNumBuffers[0]); ++i) {
    172             SLuint32 numBuffers = invalidNumBuffers[i];
    173 
    174             locator_bufferqueue.numBuffers = numBuffers;
    175             //printf("create audio player - invalid\n");
    176             SLresult result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject,
    177                                                             &audiosrc, &audiosnk, 1, ids, flags);
    178             ASSERT_EQ(SL_RESULT_PARAMETER_INVALID, result);
    179             ASSERT_EQ(NULL, playerObject);
    180 
    181         }
    182     }
    183 
    184     /*Prepare the buffer*/
    185     void PrepareValidBuffer(SLuint32 numBuffers) {
    186 
    187         locator_bufferqueue.numBuffers = numBuffers;
    188         //printf("create audio player - valid\n");
    189         res = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject, &audiosrc, &audiosnk,
    190                                                 1, ids, flags);
    191         CheckErr(res);
    192         res = (*playerObject)->Realize(playerObject, SL_BOOLEAN_FALSE);
    193         CheckErr(res);
    194         // get the play interface
    195         res = (*playerObject)->GetInterface(playerObject, SL_IID_PLAY, &playerPlay);
    196         CheckErr(res);
    197         // verify that player is initially stopped
    198         res = (*playerPlay)->GetPlayState(playerPlay, &playerState);
    199         CheckErr(res);
    200         ASSERT_EQ(SL_PLAYSTATE_STOPPED, playerState);
    201 
    202         // get the buffer queue interface
    203         res = (*playerObject)->GetInterface(playerObject, SL_IID_BUFFERQUEUE, &playerBufferQueue);
    204         CheckErr(res);
    205 
    206         // verify that buffer queue is initially empty
    207         res = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
    208         CheckErr(res);
    209         ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
    210         ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
    211     }
    212 
    213     void EnqueueMaxBuffer(SLuint32 numBuffers) {
    214         SLuint32 j;
    215 
    216         for (j = 0; j < numBuffers; ++j) {
    217             res = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
    218             CheckErr(res);
    219             // verify that each buffer is enqueued properly and increments the buffer count
    220             res = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
    221             CheckErr(res);
    222             ASSERT_EQ(j + 1, bufferqueueState.count);
    223             ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
    224         }
    225     }
    226 
    227     void EnqueueExtraBuffer(SLuint32 numBuffers) {
    228         // enqueue one more buffer and make sure it fails
    229         res = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
    230         ASSERT_EQ(SL_RESULT_BUFFER_INSUFFICIENT, res);
    231         // verify that the failed enqueue did not affect the buffer count
    232         res = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
    233         CheckErr(res);
    234         ASSERT_EQ(numBuffers, bufferqueueState.count);
    235         ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
    236     }
    237 
    238     void SetPlayerState(SLuint32 state) {
    239         res = (*playerPlay)->SetPlayState(playerPlay, state);
    240         CheckErr(res);
    241         //verify the state can set correctly
    242         GetPlayerState(state);
    243     }
    244 
    245     void GetPlayerState(SLuint32 state) {
    246         res = (*playerPlay)->GetPlayState(playerPlay, &playerState);
    247         CheckErr(res);
    248         ASSERT_EQ(state, playerState);
    249     }
    250 
    251     void ClearQueue() {
    252         // now clear the buffer queue
    253         res = (*playerBufferQueue)->Clear(playerBufferQueue);
    254         CheckErr(res);
    255         // make sure the clear works
    256         res = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
    257         CheckErr(res);
    258         ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
    259         ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
    260     }
    261 
    262     void CheckBufferCount(SLuint32 ExpectedCount, SLuint32 ExpectedPlayIndex) {
    263         // changing the play state should not affect the buffer count
    264         res = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
    265         CheckErr(res);
    266         ASSERT_EQ(ExpectedCount, bufferqueueState.count);
    267         ASSERT_EQ(ExpectedPlayIndex, bufferqueueState.playIndex);
    268     }
    269 
    270     void PlayBufferQueue() {
    271         // enqueue a buffer
    272         res = (*playerBufferQueue)->Enqueue(playerBufferQueue, stereoBuffer1,
    273             sizeof(stereoBuffer1));
    274         CheckErr(res);
    275         // set play state to playing
    276         res = (*playerPlay)->SetPlayState(playerPlay, SL_PLAYSTATE_PLAYING);
    277         CheckErr(res);
    278         // state should be playing immediately after enqueue
    279         res = (*playerPlay)->GetPlayState(playerPlay, &playerState);
    280         CheckErr(res);
    281         ASSERT_EQ(SL_PLAYSTATE_PLAYING, playerState);
    282         // buffer should still be on the queue
    283         res = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
    284         CheckErr(res);
    285         ASSERT_EQ((SLuint32) 1, bufferqueueState.count);
    286         ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
    287         //ALOGV("Before 1.5 sec");
    288         // wait 1.5 seconds
    289         usleep(1500000);
    290         //ALOGV("After 1.5 sec");
    291         // state should still be playing
    292         res = (*playerPlay)->GetPlayState(playerPlay, &playerState);
    293         //ALOGV("GetPlayState");
    294         CheckErr(res);
    295         ASSERT_EQ(SL_PLAYSTATE_PLAYING, playerState);
    296         // buffer should be removed from the queue
    297         res = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
    298         CheckErr(res);
    299         ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
    300         ASSERT_EQ((SLuint32) 1, bufferqueueState.playIndex);
    301         //ALOGV("TestEnd");
    302     }
    303 };
    304 
    305 TEST_F(TestBufferQueue, testInvalidBuffer){
    306     //ALOGV("Test Fixture: InvalidBuffer");
    307     InvalidBuffer();
    308 }
    309 
    310 TEST_F(TestBufferQueue, testMuteSolo) {
    311     // create audio player with buffer queue data source in stereo PCM format and ask for mute solo
    312     locator_bufferqueue.numBuffers = 1;
    313     SLresult result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject, &audiosrc,
    314             &audiosnk, 2, ids_mutesolo, flags_mutesolo);
    315     ASSERT_EQ(SL_RESULT_SUCCESS, result);
    316     ASSERT_TRUE(NULL != playerObject);
    317     DestroyPlayer();
    318     // create audio player with buffer queue data source in mono PCM format and ask for mute solo
    319     pcm.numChannels = 1;
    320     pcm.channelMask = SL_SPEAKER_FRONT_CENTER;
    321     result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject, &audiosrc, &audiosnk,
    322             2, ids_mutesolo, flags_mutesolo);
    323     ASSERT_EQ(SL_RESULT_FEATURE_UNSUPPORTED, result);
    324     ASSERT_EQ(NULL, playerObject);
    325     DestroyPlayer();
    326 }
    327 
    328 TEST_F(TestBufferQueue, testSeek) {
    329     // can create audio player with buffer queue data source and ask for seek
    330     locator_bufferqueue.numBuffers = 1;
    331     SLresult result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject,
    332                                                     &audiosrc, &audiosnk, 2, ids_seek, flags_seek);
    333     ASSERT_EQ(SL_RESULT_FEATURE_UNSUPPORTED, result);
    334     ASSERT_EQ(NULL, playerObject);
    335     DestroyPlayer();
    336 }
    337 
    338 TEST_F(TestBufferQueue, testValidBuffer) {
    339     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    340         SLuint32 numBuffers = validNumBuffers[i];
    341         PrepareValidBuffer(numBuffers);
    342         DestroyPlayer();
    343     }
    344 }
    345 
    346 TEST_F(TestBufferQueue, testEnqueueMaxBuffer) {
    347     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    348         SLuint32 numBuffers = validNumBuffers[i];
    349         PrepareValidBuffer(numBuffers);
    350         EnqueueMaxBuffer(numBuffers);
    351         DestroyPlayer();
    352     }
    353 }
    354 
    355 TEST_F(TestBufferQueue, testEnqueueExtraBuffer) {
    356     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    357         SLuint32 numBuffers = validNumBuffers[i];
    358         PrepareValidBuffer(numBuffers);
    359         EnqueueMaxBuffer(numBuffers);
    360         EnqueueExtraBuffer(numBuffers);
    361         GetPlayerState(SL_PLAYSTATE_STOPPED);
    362         DestroyPlayer();
    363     }
    364 }
    365 
    366 TEST_F(TestBufferQueue, testEnqueueAtStopped) {
    367     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    368         SLuint32 numBuffers = validNumBuffers[i];
    369         PrepareValidBuffer(numBuffers);
    370         SetPlayerState(SL_PLAYSTATE_STOPPED);
    371         EnqueueMaxBuffer(numBuffers);
    372         CheckBufferCount(numBuffers, (SLuint32) 0);
    373         DestroyPlayer();
    374     }
    375 }
    376 
    377 TEST_F(TestBufferQueue, testEnqueueAtPaused) {
    378     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    379         SLuint32 numBuffers = validNumBuffers[i];
    380         PrepareValidBuffer(numBuffers);
    381         SetPlayerState(SL_PLAYSTATE_PAUSED);
    382         EnqueueMaxBuffer(numBuffers);
    383         CheckBufferCount(numBuffers, (SLuint32) 0);
    384         DestroyPlayer();
    385     }
    386 }
    387 
    388 TEST_F(TestBufferQueue, testClearQueue) {
    389     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    390         SLuint32 numBuffers = validNumBuffers[i];
    391         PrepareValidBuffer(numBuffers);
    392         EnqueueMaxBuffer(numBuffers);
    393         ClearQueue();
    394         DestroyPlayer();
    395     }
    396 }
    397 
    398 TEST_F(TestBufferQueue, testStateTransitionEmptyQueue) {
    399     static const SLuint32 newStates[] = {
    400         SL_PLAYSTATE_PAUSED,    // paused -> paused
    401         SL_PLAYSTATE_STOPPED,   // paused -> stopped
    402         SL_PLAYSTATE_PAUSED,    // stopped -> paused
    403         SL_PLAYSTATE_PLAYING,   // paused -> playing
    404         SL_PLAYSTATE_PLAYING,   // playing -> playing
    405         SL_PLAYSTATE_STOPPED,   // playing -> stopped
    406         SL_PLAYSTATE_STOPPED,   // stopped -> stopped
    407         SL_PLAYSTATE_PLAYING,   // stopped -> playing
    408         SL_PLAYSTATE_PAUSED     // playing -> paused
    409     };
    410 
    411     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    412         SLuint32 numBuffers = validNumBuffers[i];
    413         SLuint32 j;
    414 
    415         PrepareValidBuffer(numBuffers);
    416         /* Set initial state to paused*/
    417         SetPlayerState(SL_PLAYSTATE_PAUSED);
    418 
    419         for (j = 0; j < sizeof(newStates) / sizeof(newStates[0]); ++j) {
    420             SetPlayerState(newStates[j]);
    421             CheckBufferCount((SLuint32) 0, (SLuint32) 0);
    422         }
    423         DestroyPlayer();
    424     }
    425 }
    426 
    427 TEST_F(TestBufferQueue, testStateTransitionNonEmptyQueue) {
    428     static const SLuint32 newStates[] = {
    429         SL_PLAYSTATE_PAUSED,    // paused -> paused
    430         SL_PLAYSTATE_STOPPED,   // paused -> stopped
    431         SL_PLAYSTATE_STOPPED,   // stopped -> stopped
    432         SL_PLAYSTATE_PAUSED     // stopped -> paused
    433     };
    434 
    435     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    436         SLuint32 numBuffers = validNumBuffers[i];
    437         SLuint32 j;
    438 
    439         /* Prepare the player */
    440         PrepareValidBuffer(numBuffers);
    441         EnqueueMaxBuffer(numBuffers);
    442         SetPlayerState(SL_PLAYSTATE_PAUSED);
    443 
    444         for (j = 0; j < sizeof(newStates) / sizeof(newStates[0]); ++j) {
    445             SetPlayerState(newStates[j]);
    446             CheckBufferCount(numBuffers, (SLuint32) 0);
    447         }
    448         DestroyPlayer();
    449     }
    450 }
    451 
    452 TEST_F(TestBufferQueue, testStatePlayBuffer){
    453     for (unsigned i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
    454         SLuint32 numBuffers = validNumBuffers[i];
    455         PrepareValidBuffer(numBuffers);
    456         PlayBufferQueue();
    457         DestroyPlayer();
    458     }
    459 }
    460 
    461 int main(int argc, char **argv) {
    462     testing::InitGoogleTest(&argc, argv);
    463 #if 1   // temporary workaround if hardware volume control is not working
    464     const char *VOLUME = getenv("BufferQueue_test_VOLUME");
    465     if (NULL != VOLUME) {
    466         float volume = atof(VOLUME);
    467         if (volume >= 0.0f && volume <= 1.0f) {
    468             gVolume = volume;
    469         }
    470     }
    471 #endif
    472     return RUN_ALL_TESTS();
    473 }
    474