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      1 /*
      2  * Copyright 2013 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #include "TextureRenderer.h"
     18 
     19 #include "GLTest.h"
     20 
     21 #include <gui/GLConsumer.h>
     22 
     23 #include <GLES2/gl2.h>
     24 #include <GLES2/gl2ext.h>
     25 
     26 #include <gtest/gtest.h>
     27 
     28 namespace android {
     29 
     30 TextureRenderer::TextureRenderer(GLuint texName,
     31         const sp<GLConsumer>& st) : mTexName(texName), mST(st) {
     32 }
     33 
     34 void TextureRenderer::SetUp() {
     35     const char vsrc[] =
     36         "attribute vec4 vPosition;\n"
     37         "varying vec2 texCoords;\n"
     38         "uniform mat4 texMatrix;\n"
     39         "void main() {\n"
     40         "  vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
     41         "  texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
     42         "  gl_Position = vPosition;\n"
     43         "}\n";
     44 
     45     const char fsrc[] =
     46         "#extension GL_OES_EGL_image_external : require\n"
     47         "precision mediump float;\n"
     48         "uniform samplerExternalOES texSampler;\n"
     49         "varying vec2 texCoords;\n"
     50         "void main() {\n"
     51         "  gl_FragColor = texture2D(texSampler, texCoords);\n"
     52         "}\n";
     53 
     54     {
     55         SCOPED_TRACE("creating shader program");
     56         ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm));
     57     }
     58 
     59     mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
     60     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
     61     ASSERT_NE(-1, mPositionHandle);
     62     mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
     63     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
     64     ASSERT_NE(-1, mTexSamplerHandle);
     65     mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
     66     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
     67     ASSERT_NE(-1, mTexMatrixHandle);
     68 }
     69 
     70 // drawTexture draws the GLConsumer over the entire GL viewport.
     71 void TextureRenderer::drawTexture() {
     72     static const GLfloat triangleVertices[] = {
     73         -1.0f, 1.0f,
     74         -1.0f, -1.0f,
     75         1.0f, -1.0f,
     76         1.0f, 1.0f,
     77     };
     78 
     79     glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
     80             triangleVertices);
     81     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
     82     glEnableVertexAttribArray(mPositionHandle);
     83     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
     84 
     85     glUseProgram(mPgm);
     86     glUniform1i(mTexSamplerHandle, 0);
     87     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
     88     glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName);
     89     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
     90 
     91     // XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
     92     // they're setting the defautls for that target, but when hacking
     93     // things to use GL_TEXTURE_2D they are needed to achieve the same
     94     // behavior.
     95     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
     96             GL_LINEAR);
     97     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
     98     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
     99             GL_LINEAR);
    100     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
    101     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
    102             GL_CLAMP_TO_EDGE);
    103     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
    104     glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
    105             GL_CLAMP_TO_EDGE);
    106     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
    107 
    108     GLfloat texMatrix[16];
    109     mST->getTransformMatrix(texMatrix);
    110     glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
    111 
    112     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    113     ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
    114 }
    115 
    116 } // namespace android
    117