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