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      1 /*
      2  * Copyright (C) 2016 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 package android.vr.cts;
     17 
     18 import java.nio.IntBuffer;
     19 
     20 import javax.microedition.khronos.egl.EGLConfig;
     21 import javax.microedition.khronos.opengles.GL10;
     22 
     23 import android.opengl.GLES20;
     24 
     25 import java.util.concurrent.CountDownLatch;
     26 
     27 public class RendererProtectedTexturesTest extends RendererBasicTest {
     28 
     29     private String vertexShaderCode = "attribute vec4 vPosition; \n"
     30             + "void main(){              \n"
     31             +    "gl_Position = vPosition; \n"
     32             + "}                         \n";
     33 
     34     private String fragmentShaderCode = "precision mediump float;  \n"
     35             + "uniform sampler2D protectedTexture;\n"
     36             + "void main(){              \n"
     37             + " gl_FragColor = texture2D(protectedTexture, vec2(0.76953125, 0.22265625)); \n"
     38             + "}  \n";
     39 
     40     public static int GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT = 0x00000010;
     41     public static int GL_TEXTURE_PROTECTED_EXT = 0x8BFA;
     42 
     43     private IntBuffer mTexture;
     44 
     45     public RendererProtectedTexturesTest(CountDownLatch latch) {
     46         super(latch);
     47     }
     48 
     49     @Override
     50     public void onSurfaceCreated(GL10 gl, EGLConfig config) {
     51         GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
     52         initShapes();
     53         int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
     54         int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
     55         mProgram = GLES20.glCreateProgram();
     56         GLES20.glAttachShader(mProgram, vertexShader);
     57         GLES20.glAttachShader(mProgram, fragmentShader);
     58         GLES20.glLinkProgram(mProgram);
     59         int[] linkStatus = new int[1];
     60         GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linkStatus, 0);
     61         if (linkStatus[0] != GLES20.GL_TRUE) {
     62            //do nothing
     63         }
     64 
     65         // Create and bind a protected texture.
     66         mTexture = IntBuffer.allocate(1);
     67         GLES20.glGenTextures(1, mTexture);
     68         GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
     69         GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexture.get(0));
     70         GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GL_TEXTURE_PROTECTED_EXT, GLES20.GL_TRUE);
     71         int loc = GLES20.glGetUniformLocation(mProgram, "protectedTexture");
     72         GLES20.glUniform1i(loc, 2);
     73     }
     74 }
     75