xref: /aosp_15_r20/frameworks/native/libs/gui/tests/SurfaceTextureGLToGL.h (revision 38e8c45f13ce32b0dcecb25141ffecaf386fa17f)
1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker  * Copyright 2013 The Android Open Source Project
3*38e8c45fSAndroid Build Coastguard Worker  *
4*38e8c45fSAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*38e8c45fSAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*38e8c45fSAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*38e8c45fSAndroid Build Coastguard Worker  *
8*38e8c45fSAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*38e8c45fSAndroid Build Coastguard Worker  *
10*38e8c45fSAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*38e8c45fSAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*38e8c45fSAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*38e8c45fSAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*38e8c45fSAndroid Build Coastguard Worker  * limitations under the License.
15*38e8c45fSAndroid Build Coastguard Worker  */
16*38e8c45fSAndroid Build Coastguard Worker 
17*38e8c45fSAndroid Build Coastguard Worker #ifndef ANDROID_SURFACE_TEXTURE_GL_TO_GL_H
18*38e8c45fSAndroid Build Coastguard Worker #define ANDROID_SURFACE_TEXTURE_GL_TO_GL_H
19*38e8c45fSAndroid Build Coastguard Worker 
20*38e8c45fSAndroid Build Coastguard Worker #include "SurfaceTextureGL.h"
21*38e8c45fSAndroid Build Coastguard Worker 
22*38e8c45fSAndroid Build Coastguard Worker namespace android {
23*38e8c45fSAndroid Build Coastguard Worker 
24*38e8c45fSAndroid Build Coastguard Worker /*
25*38e8c45fSAndroid Build Coastguard Worker  * This test fixture is for testing GL -> GL texture streaming.  It creates an
26*38e8c45fSAndroid Build Coastguard Worker  * EGLSurface and an EGLContext for the image producer to use.
27*38e8c45fSAndroid Build Coastguard Worker  */
28*38e8c45fSAndroid Build Coastguard Worker class SurfaceTextureGLToGLTest : public SurfaceTextureGLTest {
29*38e8c45fSAndroid Build Coastguard Worker protected:
SurfaceTextureGLToGLTest()30*38e8c45fSAndroid Build Coastguard Worker     SurfaceTextureGLToGLTest():
31*38e8c45fSAndroid Build Coastguard Worker             mProducerEglSurface(EGL_NO_SURFACE),
32*38e8c45fSAndroid Build Coastguard Worker             mProducerEglContext(EGL_NO_CONTEXT) {
33*38e8c45fSAndroid Build Coastguard Worker     }
34*38e8c45fSAndroid Build Coastguard Worker 
SetUp()35*38e8c45fSAndroid Build Coastguard Worker     virtual void SetUp() {
36*38e8c45fSAndroid Build Coastguard Worker         SurfaceTextureGLTest::SetUp();
37*38e8c45fSAndroid Build Coastguard Worker     }
38*38e8c45fSAndroid Build Coastguard Worker 
SetUpWindowAndContext()39*38e8c45fSAndroid Build Coastguard Worker     void SetUpWindowAndContext() {
40*38e8c45fSAndroid Build Coastguard Worker         mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig,
41*38e8c45fSAndroid Build Coastguard Worker                 mANW.get(), nullptr);
42*38e8c45fSAndroid Build Coastguard Worker         ASSERT_EQ(EGL_SUCCESS, eglGetError());
43*38e8c45fSAndroid Build Coastguard Worker         ASSERT_NE(EGL_NO_SURFACE, mProducerEglSurface);
44*38e8c45fSAndroid Build Coastguard Worker 
45*38e8c45fSAndroid Build Coastguard Worker         mProducerEglContext = eglCreateContext(mEglDisplay, mGlConfig,
46*38e8c45fSAndroid Build Coastguard Worker                 EGL_NO_CONTEXT, getContextAttribs());
47*38e8c45fSAndroid Build Coastguard Worker         ASSERT_EQ(EGL_SUCCESS, eglGetError());
48*38e8c45fSAndroid Build Coastguard Worker         ASSERT_NE(EGL_NO_CONTEXT, mProducerEglContext);
49*38e8c45fSAndroid Build Coastguard Worker     }
50*38e8c45fSAndroid Build Coastguard Worker 
TearDown()51*38e8c45fSAndroid Build Coastguard Worker     virtual void TearDown() {
52*38e8c45fSAndroid Build Coastguard Worker         if (mProducerEglContext != EGL_NO_CONTEXT) {
53*38e8c45fSAndroid Build Coastguard Worker             eglDestroyContext(mEglDisplay, mProducerEglContext);
54*38e8c45fSAndroid Build Coastguard Worker         }
55*38e8c45fSAndroid Build Coastguard Worker         if (mProducerEglSurface != EGL_NO_SURFACE) {
56*38e8c45fSAndroid Build Coastguard Worker             eglDestroySurface(mEglDisplay, mProducerEglSurface);
57*38e8c45fSAndroid Build Coastguard Worker         }
58*38e8c45fSAndroid Build Coastguard Worker         SurfaceTextureGLTest::TearDown();
59*38e8c45fSAndroid Build Coastguard Worker     }
60*38e8c45fSAndroid Build Coastguard Worker 
61*38e8c45fSAndroid Build Coastguard Worker     EGLSurface mProducerEglSurface;
62*38e8c45fSAndroid Build Coastguard Worker     EGLContext mProducerEglContext;
63*38e8c45fSAndroid Build Coastguard Worker };
64*38e8c45fSAndroid Build Coastguard Worker 
65*38e8c45fSAndroid Build Coastguard Worker } // namespace android
66*38e8c45fSAndroid Build Coastguard Worker 
67*38e8c45fSAndroid Build Coastguard Worker #endif
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